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Characters / Dota 2 Agility N To Z

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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 N to Z. 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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    Slithice, the Naga Siren 
https://static.tvtropes.org/pmwiki/pub/images/Naga_Siren_8172.png
Voiced by: Linda K. Morris

Slithice was a commander of the Slithereen Guard, known across the oceans for her ability to destroy enemies using her voice. In the Slithereen Guard, failure is not tolerated, and any who fall short of perfection are cast out from Slithereen society. Unfortunately for Slithice, this rule would be her downfall after a grueling fight against a levianth army searching for offerings to their god. Many of the Guards under Slithice's command were slain during the assault, but worst of all, the invaders managed to steal a single chalice from the storeroom before retreating. For this failure to protect the treasure, even just a single cup, she was exiled, doomed to search the whole world until she can find the stolen chalice.

Slithice, the Naga Siren, is a melee agility hero who can be played both as a late-game carry and an early/mid-game support. Slithice is an item dependent hero yet with the right style and inventory choices she can overpower many other heroes that deal strong physical damage while casting her four active abilities to handle her enemies altogether and turn the tides. Mirror Image creates three illusions to wreak havoc upon her enemies. Ensnare is a very useful spell with several unique features. It not only holds an enemy in place, but also prevents them from blinking and going invisible. Even if the enemy is spell immune, Ensnare can still target the enemy unit. Rip Tide calls the forces of the seas, allowing the Siren and her illusions' attacks to unleash a wave of magical water to wash away foes and degrade their armor. The Song of the Siren is the ultimate ability for team battles; Naga Siren performs a mystical song to put her enemies to sleep in an area around her. Song of the Siren is her tool for initiation, as while her enemies are under her slumber her allies can come forth and prepare to unleash their attacks after the song wears off. Time is Naga's best friend, for as the game wears on, Slithice will gradually consume more and more of the map and engulf enemy towers and heroes like the rising tide itself.


  • Adaptation Species Change: Despite her name, she was only a naga in DotA. With Dota 2, she's a Slithereen, or the same species as Slardar and Slark.
  • The Artifact: The "Naga Siren" hero title, on account of Adaptation Species Change.
  • Barbie Doll Anatomy: Naga Siren is technically not wearing clothing at all, with only cosmetic items covering her up in certain cases.
  • Bizarre Sexual Dimorphism: Hard to believe she and Slardar are of the same race.
  • Brown Note: Song of the Siren can make enemies sleep but it also makes them invulnerable during its effect.
  • Combat Medic: With Aghanim's Scepter, Song of the Siren will heal any ally in its duration by 6% of their maximum HP each second.
  • Death of a Thousand Cuts: Usually the fate of unfortunate opponents who face a fed Naga Siren. The Radiance-wielding illusions will slowly push all lanes into your base while her team slowly accrues a massive gold advantage with their map control. It's not uncommon to see players begging an enemy Naga to just gather her team and end the game instead of playing an hour-long game where they have to stay in base and fight illusions.
  • Difficult, but Awesome: Because Song of the Siren also turns enemies invulnerable, bad players can easily mess up their allies' combos, buy time for enemies late to the fight to catch up, and inadvertently help them win a losing teamfight. Properly used, it is one of the best setup skills in the game, able to let your whole team safely get into position and make otherwise difficult-to-hit skills like Kunkka's Ghost Ship a piece of cake.
  • Dual Wielding: Of Cool Swords.
  • Enthralling Siren: Slithice's ultimate, Song of the Siren, instantly disables all enemies within a huge radius of her, rendering them unable to attack or be attacked. It's one of the more powerful ultimates in the game since it gives your teammates all the time they need to get in position with their nukes, and can be a guaranteed escape mechanism in a gank.
    Pirate Captain Announcer (seeing Slithice): "I think she's... callin' to me."
  • The Exile: She was cast out from Slithereen society for letting Maelrawn's followers steal a chalice from under her watch, and will only be allowed back once she retrieves it.
  • Fish out of Water: She references coming ashore to look for the chalice.
  • Fish People: Her race, the Slithereen.
  • Full-Frontal Assault: Once again, technically not wearing anything.
  • Great Escape: Naga Siren is one of the hardest heroes to catch: Song of the Siren essentially provides her with a free get-out ticket as nobody can do anything to her, letting her safely teleport out. Even if you pop BKB and can interrupt the TP it's still difficult to chase her down since many of her core items (Boots of Travel and Manta Style) also provide movement speed, especially when not all of your team might have the money to build BKBs.
  • Inescapable Net: Her second ability, Ensnare, throws a net at a targeted enemy, keeping them from moving for a short duration. It's one of the very few disables that goes through spell immunity, and the only way to stop it is to either carry a Linken's Sphere, become Ethereal (by using Ghost Scepter's ability Ghost Form or by using/having Ethereal Blade's Ether Blast or Pugna's Decrepify used on you), or blink away the second you see it coming.
  • Jack-of-All-Stats: Naga Siren has the odd distinction of being played either as a hard carry who can carry her team to victory single-handedly with ludicrous amounts of farm, or as a support with her utility-based spells. As a hard carry, she can farm a Radiance and then an Octarine Core, letting her push out all three lanes at once with illusions (while simultaneously earning her huge amounts of gold) to put a lot of pressure on the enemy's towers and barracks, keeping her team's towers out of reach. As a support, she can use those same illusions to scout out the fog of war to spot enemy heroes, catch anyone she finds with Ensnare to set up kills for her teammates, Rip Tide their armor down, and use her ultimate to initiate on the enemy or break up enemy ganks.
  • Making a Splash: Rip Tide, Naga Siren's third ability, deals splash damage in a radius around her and her illusions, reducing enemies' armor and softening them up for other teammates to attack.
  • Money Multiplier: After she gets Radiance, Naga Siren can farm multiple camps at once, plus lanes with ease via Mirror Image, so expect insane income after 25 minutes.
  • Mutual Disadvantage: Against spell immune enemies. On one hand, spell immunity will protect them from being put to sleep by Song of the Siren. On the other hand, they'll be wailed on by Naga Siren and her four teammates while their allies sleep around them, unable to help.
  • My Greatest Failure: The stolen chalice.
  • Non-Mammal Mammaries: Maybe. Her chest does have breast-like protrusions, but they lack nipples despite being fully uncovered.
  • Self-Duplication: Naga's first ability, Mirror Image, creates three illusions of herself, which get stronger the more she levels the skill up. They can all cast Rip Tide, making the ability useful for catching every enemy hero with the nuke and armor reduction.
  • Sinister Scimitar: Uses two scimitars, though she fights for the Radiant, typically considered the good side. In the original DotA she used a naginata.
  • Sirens Are Mermaids: She is a Siren and has a magical voice, but looks much more like a mermaid.
  • Some Dexterity Required: Her illusions can allow her to farm multiple jungle camps at the same time, especially once she buys a Radiance, but doing this properly requires lots of micromanagement.
  • Sssssnake Talk: As expected from a Slithereen.
  • The Southpaw: Not quite noticeable in-game since she dual wields, but in the hero loadouts, her right-hand weapon is treated as her offhand. The Outcast of the Deep set makes this more pronounced, as it gives her a spear with an offhand sword.
  • Un-person: It seemed that in her failure, the Slithereen race pretended that she didn't even exist. While she acknowledges Slardar, he does not even bat an eye towards her. Just about the only fish race guy that recognizes her is Slark, who himself isn't exactly a welcome member of Slithereen society.
  • Voice of the Legion: Her voice has a very distinctive echoing effect.
  • You Have Failed Me: She was on the receiving end of this in her backstory, condemned to exile for her failure to guard the treasures of the Slithereen.

    Nyx Assassin 
https://static.tvtropes.org/pmwiki/pub/images/Nyx_Assassin_3695.png
Voiced by: Dempsey Pappion

The zealot scarabs are a unique species of insect with telepathic abilities. Nyx, their queen and goddess, chose one egg to be her greatest assassin. On top of the spiked carapace and mind-reading abilities the scarabs naturally have, the Nyx Assassin was blessed with sharpened claws and mandibles which he uses to kill his targets as mandated by his queen.

The Nyx Assassin is a hero who specializes in inflicting large amounts of burst damage to a target. He frequently initiates his ganks with Impale, which causes spikes to erupt from the ground in a line, damaging enemies and inflicting a lengthy stun. He can turn the intelligence of magic-wielding foes against them with Mana Burn, which damages the target's health and mana alike based on a multiplier of their intelligence. Should his mark attempt to strike back, the Nyx Assassin can grow a Spiked Carapace to reflect the damage back onto his assailants while also stunning them. But his most important tool for assassination is his ultimate, Vendetta, which turns Nyx invisible and grants him increased movement speed. Additionally, should he break the invisibility by attacking, the target will suffer massive amounts of extra damage. Although the Nyx Assassin usually prefers to approach lone targets and take them out quickly before getting out, Aghanim's Scepter grants him the new Burrow ability, turning him invisible and greatly increasing his survivability at the cost of rendering him immobile: his spells have their range greatly extended, Spiked Carapace instantly stuns all nearby foes when used, and he takes reduced damage while regenerating large amounts of health and mana, turning the Nyx Assassin into a powerful teamfighter.


  • Adaptation Species Change: Back in DotA, he's not only classified as Nerubian Assassin, but his name was none other than Anub'arak. Obviously, that did not go well with copyright issues, so in the remake, he becomes the nameless Nyx Assassin.
  • Alpha Strike: If built as a Dagon nuker, Nyx relies on the insane burst damage from his Vendetta + Spiked Carapace + Impale + Mana Burn + Energy Burst combo to sneak up on and near-instantly melt squishy heroes.
  • Arch-Enemy: Nyx has special kill lines for when he kills Abaddon, whose default helmet is apparently made from the head of a Zealot Scarab.
  • Attack Reflector: And how. When activating Spiked Carapace, the next player-based damage he receives is reflected back entirely to the source, along with a bonus stun. May instantly destroy squishy heroes with high-damage nukes. Oh, and a talent can make it deal 200% return damage!
  • Back Stab: Vendetta turns Nyx invisible and lets him deal massive bonus damage on his next attack.
  • Big Creepy-Crawlies: A huge scarab that can burst you down in second.
  • Black Mage: Three out of four of Nyx's skills are nukes, while the final, defensive one can be used in an offensive way as well.
  • Born-Again Immortality: Some of his responses imply that each respawn is an entirely new Assassin body retaining the memory of his entire caste.
  • The Chosen One: Based on his backstory.
  • Curse Cut Short:
    Nyx Assassin, dying to Broodmother: "Broodmotherfff..."
  • Developers' Foresight: Burrow has a different, "watery" sound effect if used in the river.
  • Expy: His Aghanim's Scepter upgrade brings to mind the Zerg Lurker, allowing him to attack by burrowing into the ground and releasing rows of spines through the earth. He even looks the part.
  • The Faceless: As can be seen in his portrait, he has no face.
  • Fast Tunnelling: It only takes Nyx one second to dig a hole for himself with Burrow.
  • Four-Legged Insect: Inverted. Nyx is a beetle with two extra extremities. This is somewhat justified because in the original DotA he was a Nerubian, a kind of arachnid. However, this had to be changed because Nerubians are owned by Activision Blizzard.
  • Fragile Speedster: Nyx Assassin can run fast with Vendetta, but his stats leave him rather frail - even if he can pop Spiked Carapace, he is not very hard to kill if caught out of position.
  • Glass Cannon: Nyx Assassin can burst down most squishy heroes with the help of Impale and Mana Burn, but his stats leave him rather frail - even if he can pop Spiked Carapace, he is not very hard to kill if caught out of position.
  • Healing Factor: While most heroes have a base health regeneration rate of 0.25 per second, Nyx Assassin actually has a base 2.5 rate, second only to Axe's 3, which, combined with his starting strength, becomes a 3.2 HP regen rate at the beginning of the game. Thus, Soul Ring is a decent early game item for him as he can regen the HP lost from Sacrifice. The regeneration increases while burrowing.
  • Hive Caste System: Influenced by ants especially. Even though Nyx is modeled after beetles, or, in the first DotA, arachnids.
  • Humans Are Ugly: Towards anyone without a carapace.
  • Impaled with Extreme Prejudice: His Impale skill. And his attack when exiting Vendetta is also a claw stab dealing tons of damage. Finally, Spiked Carapace does this to anyone hitting Nyx while active, or just everyone around him if he's Burrowed.
  • Invisibility: When activating his ultimate, Vendetta.
  • Jack-of-All-Stats: His stats are pretty balanced, making him this stats wise. His versatile kit, in particular a long chainstun in the form of Impale, also allows him to work in any position from the #2 ganking mid to the #5 hard support.
  • Kung-Fu Wizard: Although he is a melee Agility hero, Nyx doesn't rely much on his right-clicks and plays very much like an Intelligence nuker.
  • Literal-Minded: He seems to think the gold from last-hitting creeps is the creep trying to pay him off. Being a giant insect (see Worthless Yellow Rocks below), he scoffs at the prospect.
  • Mage Killer: With his Spiked Carapace (above), high burst damage, and Mana Burn, he can be a nightmare to Intelligence heroes, who are usually Glass Cannons.
  • Mana Burn: Nyx's second ability, named this, burns a percentage of the target's mana and deals it as magical damage. This makes Nyx extremely deadly against Intelligence heroes, who most often have low Strength and high Intelligence gain.
  • Mind Rape: He uses his telepathic abilities for Mana Burn.
  • Never Given a Name: Justified as he is literally the Nyx Assassin, as specially created by his Queen Goddess.
  • Natural Weapon: Those giant claws and horn of his. One unlockable also gives him an appendage specifically to hold a Dagon wand.
  • Non Standard Skill Learning: He has a fifth skill, Burrow, unlocked by buying Aghanim's Scepter.
  • One-Man Army: There are lots of scarabs in each caste, but the Assassin caste's strength is only one.
  • Super Soldier: Nyx Assassin was artifically created by Nyx to be an excellent assassin.
  • Surprisingly Sudden Death: Low-level Nyx players usually like to build Dagon. When taken to level five, it will do 800 damage, one of the most powerful single-target nukes in the game; add this to Vendetta backstab, Impale, and Mana Burn...
  • Telepathy:
  • Verbal Tic: He has a habit of peppering his speech with the word "Nyx". Even laughing with it. The Dota 2 wiki lampshades this by referring to some of his cut lines as "Nyxing".
  • Worthless Yellow Rocks: Zealot Scarabs have little use for money as we know it. This leads to some humorous remarks when Nyx Assassin procures last-hit gold.
  • You Have Researched Breathing: Nyx belongs to a race of scarabs that live underground, and he can make rock spikes erupt from the ground by stabbing it with his claws. Despite this, he needs Aghanim's Scepter to learn how to burrow.

     Donté Panlin, the Pangolier 
https://static.tvtropes.org/pmwiki/pub/images/pangolier_icon.png
Voiced by: Phil Lamarr

Donté Panlin is a member of the Nivan Gallants, a group of refined adventurers. Though this organization's members dedicate their lives to exciting quests, the Pangolier stands out among them thanks to his sheer charisma and skill with the blade.

Pangolier is an agile yet durable hero, combining lightning-fast strikes with a tough hide equally useful for blunting blows and barreling through enemies. His kit places a heavy emphasis upon on-hit effects, leading him to generally favor rapid but weak slashes over a single, hard-hitting attack. His first skill, Swashbuckle, uniquely uses a vector targeting system. Pangolier first dashes to a nearby location, then unleashes a flurry of stabs in the targeted direction. Each of these attacks can proc on-hit effects on all targets hit. Pangolier is in his element when surrounded by foes, thanks in part to his second skill, Shield Crash, giving him incredible durability in the middle of a heated brawl. When activated, Pangolier hops a fixed distance forward, passing over walls and cliffs, before slamming his body back down, releasing a shockwave that damages enemies and grants him temporary damage reduction based on how many enemy heroes were hit. If activated during Rolling Thunder, Pangolier instead uses his forward momentum to carry him. Pangolier's deft blade has a chance to score a Lucky Shot on enemies with attacks and Swashbuckle, slowing their movement speed while silencing them and lowering their armor. Lastly, Rolling Thunder has Pangolier briefly stop on the spot to curl into an armored ball, before rolling around with terrifying speed. During this, Pangolier is magic immune and crashes through any enemies he collides with, damaging and stunning them while also knocking them back. Pangolier then has to wait until the stun wears off before he can impact that enemy again. However, Pangolier's ability to turn is reduced and colliding with a wall will send him back in the opposite direction, and using Swashbuckle will end the roll early.


  • Arrogant Kung-Fu Guy: He's got a lot of confidence in his own swordsmanship and prowess as a warrior, along with all the skills to back it up.
  • Badass Normal: Pangolier doesn't have any explicit magical ability, just a tough hide and a steady hand with his rapier.
  • Bash Brothers: He's partnered up with Ursa in the past, and will greet him as an old friend if they're on the same team.
  • Blade Spam: Swashbuckle has Pangolier rapidly strike several times in the targeted direction with his blade. Each stab from this ability is treated as a basic attack with fixed damage, allowing them to trigger attack modifiers on each enemy hit, meaning that Pangolier leans towards items such as Skull Basher, Monkey King Bar, and Diffusal Blade to take advantage of this.
  • Challenge Seeker:
    Pangolier: One cannot goad me into a fight. It is the danger itself which draws me in.
  • Dash Attack: When using Swashbuckle, Pangolier dashes rapidly towards a target location before attacking.
  • Difficult, but Awesome: Not the hero himself, as his three basic skills are fairly easy to use, but his ultimate, Rolling Thunder. It sends Donté rolling out as a ball with a painfully reduced turn rate until the duration ends or he manually stops it. Because of the reduced turn rate, it is severely difficult for the Pangolier to turn back if he misses his target. Used poorly, the Rolling Thunder will have no game impact and possibly even send Pangolier to an early death. Used well, however, and Rolling Thunder can help make game winning plays such as permastunning the enemy carry by bouncing off two walls with the carry between them, knock all enemy heroes out of Roshan's pit and then kill Roshan/snatch the aegis, and effortlessly escape from the entire enemy team. A good Pangolier will take advantage of the terrain and use it to show why Rolling Thunder qualifies as his ultimate ability.
  • Everything Sounds Sexier in French: Has a strong French accent, sometimes uses French words in certain responses, and is said to be able to charm anyone.
  • Expy: He's Don Quixote's knight persona in pangolin form. He's also got shades of D'Artagnan.
  • Fun Personified: Probably the best example in the game, Donté Panlin is at his essence a fun-loving, adventurous swashbuckler with plenty of joie de vivre.
  • Great Escape: If Pangolier doesn't get interrupted during the transformation time of Rolling Thunder, then he becomes virtually impossible to catch with his high speed and spell immunity. He can even use Town Portal Scrolls while rolling away. Even without Rolling Thunder, Pangolier isn't easy to catch as the long-range dash of Swashbuckle also works well as an escape mechanism, and Shield Crash can be used to hop up cliffs.
  • The Gunslinger: The Immortal item Etienne's Revenge changes Swashbuckle from a flurry of stabs with his sword into a barrage of pistol shots.
  • The Hedonist: The Nivan Gallants are this as a whole, but Pangolier stands out even then for his exploits.
  • Hidden Depths: Depending on who's on his team, Pangolier can show a surprisingly considerate side to himself. If paired up with heroes like Drow Ranger and Death Prophet, he'll encourage them to lighten up and live a little, and he genuinely believes Dark Willow can become a better person and encourages her to do so.
  • I Am Not Left-Handed: Inverted in one of his level-up quotes, which has him musing about fighting the enemy left-handed as a Self-Imposed Challenge.
  • In a Single Bound: If Pangolier uses Shield Crash while Rolling Thunder is active, he will leap over any obstacle, including cliffs.
  • Lightning Bruiser: Can deal good damage, especially when Heartpiercer nullifies his target's armor. His mobility is also great thanks to Swashbuckle and Rolling Thunder, and he can gain damage reduction by hitting foes with Shield Crash, giving him survivability to boot.
  • Not the Intended Use: As of writing, Pangolier has an odd interaction with Eul's Scepter of Divinity. The item is typically used to grant the user invulnerability or to hold enemies in place, but Pangolier can abuse the fact that the cyclone holds him in place. Sweeping himself up into a tornado while under the effects of Rolling Thunder doesn't cancel the roll, nor does it stop him from colliding with nearby enemies, allowing him to effectively guarantee two successive hits on the same target with complete impunity.
  • Rolling Attack: When Pangolier uses Rolling Thunder, he curls into a ball that rolls quickly, damaging, stunning, and knocking away any foe he runs into.
  • Royal Rapier: A gallant gentleman... er, gentle-pangolin and a skilled fencer.
  • Shockwave Stomp: Shield Crash has Pangolier jump into the air and slam into the ground, damaging enemies in a radius.
  • Situational Sword: Javelin is a fairly unremarkable item that grants a passive chance to score bonus damage on each attack, and is generally overlooked except as a component for Maelstrom and Monkey King Bar. Pangolier, on the other hand, can make good use of an early Javelin or two, as each Swashbuckle hit has a chance to proc the bonus damage on each enemy hit, greatly amplifying his damage output while still giving the option to later build them into the aforementioned items.
  • Slice-and-Dice Swordsmanship: Despite wielding a rapier, most of his auto-attack animations depict him performing a slashing motion. However, he does occasionally thrust, and his Swashbuckle skill is also a stabbing attack.
  • Swashbuckler: He's a rapier wielding and charismatic adventurer who is in it for the thrills. One of his skills is even called Swashbuckle to drive the point home.
  • Unknown Rival: Donté has a score to settle with Leshrac and sees him as a sworn enemy. Leshrac, on the other hand, doesn't even acknowledge him (though Leshrac being added to the game long before Pangolier may have something to do with it).
  • Why Won't You Die?: At max level, Shield Crash grants Pangolier a ridiculous 90% damage reduction should he manage to hit all 5 enemy heroes, effectively making him invincible for the buff duration.
  • The Worf Effect: The Dueling Fates trailer shows Pangolier making an absolute fool out of Bristleback. In-game, he is actually able to do a number on Bristleback, with Swashbuckle letting him outmaneuver Bristleback and attack his unprotected front, while his mobility lets him shrug off the slow from Viscous Nasal Goo and Heartpiercer helps offset Bristleback's damage reduction.

    Mortred, the Phantom Assassin 
https://static.tvtropes.org/pmwiki/pub/images/phantom_assassin_6147.png
Voiced by: Gin Hammond

The Sisters of the Veil are a mysterious organization of assassins whose members are chosen at birth through divination. Their targets are chosen at seemingly random, but to be chosen for death is an honor. In this strange order, assassins are forbidden to have an identity of their own, but one of them defiantly clings onto the name "Mortred".

Phantom Assassin is a carry hero known mostly for her ability to inflict enormous damage in a single critical hit. Her first spell is Stifling Dagger, a throwing knife which inflicts damage based on Phantom Assassin's attack as well as slowing the target, all on a short cooldown and small mana cost. This effectively allows her to attack foes from afar despite being a melee hero. Phantom Strike, her second skill, causes Phantom Assassin to teleport to an allied or enemy unit: this is useful for retreating to safety, but also for jumping on unsuspecting targets as targeting an enemy will cause Phantom Assassin to attack with increased speed. Her next ability is Blur, a passive skill which grants Phantom Assassin a chance to dodge enemy attacks, up to 50%. On top of this, it can also be activated to make her invisible and undetectable until she's near an enemy hero or non-Shrine building, allowing her to walk past wards without being seen. Finally, her ultimate, Coup de Grace, is the ability that makes Phantom Assassin as deadly as she is: this passive skill grants her a chance to inflict a critical hit with each attack, multiplying the damage of her strike by up to 450%. Once she obtains several damage-increasing items, Phantom Assassin can inflict damage numbers in the four-digit range, potentially eliminating squishy targets with a single blow. Be prepared when going up against this elusive assassin, or her dagger will be the last thing you see.

In Artifact, Phantom Assassin is a black hero. She has the Efficient Killer Continuous Effect, which increases her damage by 4 when attacking a hero. Her signature card, Coup de Grace, is a spell that condemns a hero but forces you to discard one card at random.

In Dota Underlords, Phantom Assassin is a tier 3 hero belonging to the Elusive and Assassin alliances. Her ability, Coup de Grace, passively grants her a chance to inflict a large critical hit when attacking.


  • Absurdly Sharp Blade: The Arcana sword Manifold Paradox, a blade so sharp to be able to rip the fabric of reality itself.
  • Achilles' Heel: Let's see:
    • Black King Bar and Monkey King Bar, which negate her bonus attack speed from Phantom Strike and 75% of her Blur evasion, respectively.
    • Silver Edge counters Phantom Assassin even harder then the above, as it disables both her crit and her evasion while debuffing her damage on top of that, making her unable to do much of anything unless she herself has a Black King Bar to deal with it, and that's only if she didn't get hit first.note 
      • Other break mechanics to look out for are Nethertoxin, Doom and Demonic Purge. The former is spammable and can be used again to take advantage of Black King Bar's long cooldown. The latter two must be upgraded with an Aghanim's Scepter first, but they cannot be blocked or purged by Black King Bar.
    • Bloodthorn, which, in addition to disabling her evasion and ultimate, also prevents her from fleeing with Phantom Strike, amplifies her damage taken and makes all hits on her automatically crit, turning the already squishy Phantom Assassin as durable as wet toilet paper.
  • Affably Evil: She's quite friendly sounding for a trained serial killer of inscrutable motive.
  • Amazing Technicolor Population: Teal skin.
  • Ambiguously Human: Looks totally human except for the skin colour, making it questionable what her species really is. Her "Dame de Carreau" set reveals her Pointy Ears, hinting that she might be an Elf or other similar race.
  • Anti-True Sight: Blur gives Mortred immunity to True Sight in addition to invisibility, so not even Sentry Wards will be able to see her coming.
  • Art Evolution: Underwent a change in facial features from a flat-faced and emotionaless to the current image, which has slimmer features and a lighter skin color.
  • The Blade Always Lands Pointy End In: Mortred is capable of flinging knives intended to slow down enemy targets with perfect accuracy from insane distances (for a throwing knife, that is), and the knife flies pointy end first the entire way.
  • Blue and Orange Morality: The Sisters of the Veil (the organization she belongs to) kill indiscriminately, but exactly why they choose certain targets is a mystery.
  • Cloak & Dagger
  • Cooldown Manipulation: With Aghanim's Scepter, killing an enemy hero refreshes Phantom Assassin's ability cooldowns, while Blur gets a reduced cooldown.
  • Coup de Grâce: Mortred's ultimate, named exactly this, gives her a 15% chance on each attack to deal critical hits, and applies the same chance and multiplier to her Stifling Dagger. The more you skill her ulti, the more damage the crit does, up to four and a half times her attack damage.
  • Critical Hit: The strongest in the game in terms of damage. If Mortred gets the gold and experience to reach her full potential, she can potentially kill enemies in one hit.
  • Critical Hit Class: Her skillset revolves around dealing as many 4-digit crits as possible with Coup de Grace and her strong right-clicks.
  • Damage-Increasing Debuff: With the appropriate level 15 talent, her attacks reduce the armor of the target by 4. And yes, it stacks with Desolator.
  • Dark Action Girl: Mortred's a trained assassin by trade, and also one of the few female heroes fights the enemy up close and personal.
  • Dual Wielding: When she has her Arcana, a pair of swords called Manifold Paradox.
  • Dumb Muscle: Phantom Assassin has both the lowest starting Intelligence (13) and the lowest Intelligence growth (1) in the game, tied with Troll Warlord.
  • Eerie Pale-Skinned Brunette: For a certain definition of "pale-skinned".
  • Fanservice Pack: The suit that comes with the Manifold Paradox Arcana leaves very little to the imagination.
  • Faux Flame: Teal flames emanate from the Manifold Paradox, even though they have nothing to do with fire.
  • Flash Step: Her second ability, Phantom Strike, has Phantom Assassin instantly jump next to a target unit, and, if it's an enemy, start landing hits at increased speed, making it easy to crit.
  • Fragile Speedster: Phantom Assassin doesn't have a very large health pool, so she relies on evasion to stay alive while she hacks away at her target. Phantom Strike allows her to quickly initiate on a gank target, and provides easy escape when used on an allied unit within range.
  • Glowing Eyes: When she has the Manifold Paradox Arcana.
  • High-Pressure Blood: Proccing her ultimate creates a fountain of blood that stains the area for a while (even from Treant Protector, which is a walking tree and Tiny, which is a walking rock). If it procs on a mechanical unit, debris litters the area behind it instead.
  • Hoist by His Own Petard: Blur also affects allies, so if she is affected by poison and is in low HP, they'll sometimes miss their attack when they try to deny her, letting the enemy score the kill.
  • Instant Gravestone: Killing an enemy while wearing her Arcana item leaves a Paradox Memorial where they died. The memorial can be selected to view details of the kill.
  • Invisibility: In the original DotA, Blur would make Phantom Assassin's character model transparent, leaving her nearly invisible aside from a floating health bar. This also made her a Skill Gate Character on par with the likes of Riki, since inexperienced players would often not notice Phantom Assassin until after she's killed them, and the few that did would have a lot of trouble actually targeting her with anything. She gets an invisibility effect for real with the reworked Blur, which can be activated to go invisible when not near an enemy hero (similar to Smoke of Deceit).
  • Knife Nut: Her first ability, Stifling Dagger, has her throw a knife at a target, which damages and slows them, making it easy for her to jump in and start attacking. It also costs less and less mana the more you skill it, making it essentially free damage that you can spam at will. And to top it all off, the dagger's damage scales with Phantom Assassin's right-click damage and is treated as a regular attack from Phantom Assassin herself, meaning that it can trigger any attack modifiers she possesses. This includes Coup de Grace, meaning Mortred can potentially one-shot an opponent from long range.
  • Kubrick Stare: Compounded by the fact that she never seems to blink.
  • Leotard of Power: The Manifold Paradox Arcana comes with a skintight suit.
  • Life Drain: One of her level 15 talent options grants her lifesteal, letting her potentially forgo a Morbid Mask or similar item.
  • One-Hit Kill: If Phantom Assassin is well-farmed, it is not uncommon to see her instantly one-shotting full-HP squishy heroes with a lucky Coup de Grace, even from Stifling Dagger alone.
  • Power Echoes: Phantom Assassin gets an echoing voice with the Manifold Paradox Arcana equipped.
  • Professional Killer
  • Random Number God: Phantom Assassin is one of the most RNG-reliant heroes in the game, even moreso than Chaos Knight and Ogre Magi. Chaos Knight has reliability built in his chaotic design (stun from Chaos Bolt, targetable bonus damage from Reality Rift and reliable illusion damage from Phantasm), making bad luck a bit more forgiving, but PA has RNG practically as the entire hero concept. There are many critical passives in this game, some unreliable, but they are weighted by other practical and reliable skills; while Coup de Grace is the most unforgiving crit where landing or crit or not determines whether you win or not. There's nothing in her kit that could recover against bad luck other than the slow from Stifling Dagger.
  • Rings of Death: Back in the original Dota, this was her weapon of choice due to using the Warden's character model. In Dota 2, it's more of a double-bladed axe-scythe hybrid.
  • Secret Identity: Keeps her name and individuality hidden from her Sisters (and everyone else). Presumably even more so once she starts working for Oracle.
  • Sensor Character: The old version of Blur, on top of giving PA passive evasion, creates a blurring effect around her model that wears off any time an enemy hero is nearby (including invisible ones). Used smartly, this allows players to know if they're approaching an enemy hero who's farming their jungle, or if an enemy is attempting to gank you from behind the treeline, or even if they have a Smoke of Deceit active.
  • Side Quest: The Nemesis Assassin event, which occurred when her Arcana was released. When a game is started, an owner of Manifold Paradox will be given a contract to kill another player in the game. The contract will be publicly announced to everyone so every player knows who the target is. Once the contract has been accepted, two things can happen - it can be fulfilled or denied. If PA kills her target, then the contract is considered fulfilled but in the turn of events if the target slays PA, then the contract is considered denied. If PA completes her target, she along with her team mates will be rewarded for fulfilling the deed but if the target takes down PA, he and his team mates will be rewarded for denying the contract. At the end of the game, the rewards are listed out.
  • Sinister Scythe: Two of her cosmetic weapons, the Scythe of the Sacrifice and the Gleaming Seal.
  • The Sneaky Gal: A lot of how successful you can play PA relies on how well you can sneak up on a target. This is also expressed in her third ability, Blur, which can be activated to make her invisible if she isn't near an enemy hero or tower. It's not unheard of for Phantom Assassin to fly under an unwary team's radar until she's already murdered one of them.
  • Spam Attack: Stifling Dagger, with its short cooldown and low mana cost. This leads to a funnily effective support PA build in which she builds utility items such as Aether Lens, Desolator, and Orb of Venom for spamming Stifling Dagger from long range.
  • Status-Buff Dispel: With Aghanim's Scepter, Blur removes debuffs from Phantom Assassin on cast.
  • Surprisingly Sudden Death: It only takes one Coup de Grace from Mortred to instantly put most enemies down. If she gets lucky, she can easily turn the tables on an assailant out of the blue or insta-gib a Phantom Strike target before they can retaliate.
  • Teleport Spam: At maximum level, Phantom Strike has a mere 5 second cooldown, allowing Phantom Assassin to teleport multiple times in quick succession.
  • Temporal Paradox: In the backstory of the Manifold Paradox Arcana item, this happened to the smith Craler, who forged the blade. Through a rip torn in the fabric of reality by the blade, Craler recognised himself from moments before, holding aloft the very same coveted blade. Then, in a fit of greed and madness, he cut this earlier self down to seize the twin sword as his own.... only to be cut down himself by his future self.
  • Tomboyish Name: Mortred is named after the traitor of King Arthur, who is decidedly male. Mortred here is decidedly female.
  • Tron Lines: On her legs when she has her Arcana equipped.
  • Weaponized Teleportation: Because it increases her attack speed when she casts it on an enemy, Phantom Strike is extremely deadly since it gives PA more chances to proc her ulti.
  • Yellow Eyes of Sneakiness: She's an assassin with a kit based around stealth, and also has eerie yellow eyes.

    Azwraith, the Phantom Lancer 
https://static.tvtropes.org/pmwiki/pub/images/Phantom_Lancer_3608.png
Voiced by: Barry Dennen

Azwraith was a spear-fisher in the quiet village of Pole. When the Dread Magus Vorn attacked, Azwraith joined the fight in order to return the peace. However, when the time to fight came, his entire unit was wiped out, and he was the last one left standing. Now alone, Azwraith decided to try infiltrating Vorn's fortress on his own, and fought his way through the lair until he reached Vorn himself. After a long fight, Azwraith stood triumphant, and Vorn's soul shattered into light which was absorbed into Azwraith's body. Azwraith saw himself surrounded by copies of himself, by illusions that obeyed his command. By the time Vorn's guards made it to the sanctum, all that remained of the Phantom Lancer was an illusory copy.

Phantom Lancer is a nimble melee attacker who sees use as both a late-game carry and a decent split pusher. Azwraith's skillset allows him to spread chaos on the battlefield with an army of self-replicating illusions, swarming weakened targets or confounding enemies in the midst of a teamfight with his deceptive abilities. His first skill, Spirit Lance, is a ranged attack that damages and slows a target, in addition to summoning an illusion to momentarily attack the target. His second active skill, Doppelganger, summons two illusions after a brief delay in which Phantom Lancer and any of his illusions vanish from the battlefield, reappearing with two new illusions at a random position within the spell radius. These two illusions deal and take varying degrees of damage, allowing them to pass as the real Azwraith long enough to escape. His two passive skills increase his chasing and teamfighting prowess; Phantom Rush temporarily lets Phantom Lancer and all of his illusions charge at maximum speed toward a target unit, while his ultimate, Juxtapose, causes Phantom Lancer to randomly generate new illusions every time he attacks. It even allows his illusions to create illusions of their own, even though they only last half as long. With his own personal army under his command, even the toughest enemy heroes must brace themselves for Azwraith's illusory onslaught.


  • Achilles' Heel:
    • While Phantom Lancer can be an extremely deadly chaser and is capable of dodging spells and purging debuffs from himself with good timing, he is also quite vulnerable to abilities that magnify in damage when targeted on groups of units, as it is difficult to micromanage his illusions to split up. This is particularly true of heroes such as Earthshaker, Legion Commander and Undying, the first two who can inflict huge amounts of damage to Phantom Lancer and instantly wipe his army off the board just by virtue of him standing next to his illusions, and the latter of which can use his numbers against him and his team. Special mention goes to an Ember Spirit with a Battle Fury, who can inflict huge amounts of cleave damage to Phantom Lancer himself using Sleight of Fist, which has a 5 second cooldown.
    • Area stuns likewise can be highly fatal to Phantom Lancer, who rarely takes a Black King Bar as using one might as well be a "Here I am!" sign to the opposing team. Spells like Storm Hammer, Hoof Stomp, or Split Earth can knock him and his illusions out while dealing enough damage to tell the real one from the illusions, while ultimates like Reverse Polarity or particularly Echo Slam are practically a death sentence.
    • Simple cleaves can clear out his illusions, making the real Phantom Lancer painfully clear. Best exemplified by Great Cleave and Empower.
    • His illusions' damage (outside of the mana burn from Diffusal Blade) can be nullified with a simple Crimson Guard, turning them into distractions and nonfactors.
  • Apologetic Attacker: Downplayed. He sometimes apologizes to creeps killed by him.
  • Badass Beard
  • Blade on a Stick: As his title would indicate, Phantom Lancer wields a simple spear.
  • Cat Folk
  • Confusion Fu: Without the proper spells, Phantom Lancer can be extremely hard to pin down and contain. With enough attack speed, Phantom Lancer can maximize and maintain his army of illusions in just a few attacks, creating a huge amount of chaos and destruction on the battlefield. Even more, Doppelganger takes all these illusions plus himself and shuffles them around, forcing the enemy to try to pick out the real Phantom Lancer from the crowd. And to top it all off, upon casting the spell, one of the illusions will take 100% damage from all damage sources, making it just as durable as Phantom Lancer and reducing the enemy's chances of singling out the real Phantom Lancer to a maximum of 50%. And forget about Track and Amplify Damage: both of them are removed by Doppelganger, so Bounty Hunter and Slardar won't get an easy way to spot the real Phantom Lancer from the crowd.
  • Death of a Thousand Cuts: Each illusion does 16% (20% with two certain illusions) of the base damage of the original Azwraith. With Juxtapose maxed, Phantom Lancer can have up to 10 illusions totalling 160% of his damage, on top of Spirit Lance, Doppelganger and maybe even Manta Style. On top of that, the illusions has a small chance to create another illusion as they attack, giving them the ability to self-sustain for a short time. The illusions alone can pump out a load of damage and make a pretty good job of slicing down creeps and foes alike by their sheer volume for as long as they last.
  • Disc-One Nuke: Spirit Lance is quite strong at level one, but it remains a useful initiation tool throughout the game.
  • Difficult, but Awesome: Since Doppelganger causes Azwraith to disappear for a second, players with fast reflexes can dodge anything that comes their way, including stuns, nukes and simple attack projectiles. Of course, since most projectiles in this game take about 0.5 seconds to travel to a target, this is extremely difficult to pull off.
  • Doppelgänger Attack: Spirit Lance deals damage, slows, and summons an illusion to attack the target.
  • Empowered Badass Normal: In his backstory. He used to be a simple fisherman and soldier who nonetheless managed to defeat the Dread Magus Vorn and became the Phantom Lancer.
  • Fragile Speedster: Phantom Rush gives Phantom Lancer and his illusions a movement speed boost and phasing when they target an enemy unit, but they don't have a lot of health to survive extended confrontations should the battle go sour.
  • I Am Legion: His Back Story suggests that his phantoms are capable of semi-independent thought, but all think alike and obey the will of the original. In his voice lines he almost always refers to himself as "we".
    Phantom Lancer: ''Am I the real we?''
  • Mage Killer: With a Diffusal Blade equipped, Azwraith excels at this role. Since each illusion will destroy 25 mana every time it attacks, he can swarm a pesky nuker and drain their mana to nothing in a few seconds. Additionally, since many magic-oriented heroes rely on single-target disables, trying to pin down the real Phantom Lancer amid the clones can be challenging. It's also referenced in his backstory; he was the only member of his army who could fight Vorn and win.
  • Magikarp Power: Early game Phantom Lancer is fairly weak, being a melee hero with low HP and mana, small last hit window, while Spirit Lance can be annoying but costs a ton of mana for his small mana pool. But as soon as he gets Diffusal Blade and some survivability items, he can deal absurd amounts of damage to any target he focuses on due to the sheer number of illusions he can generate with just a few attacks and the amount of mana burn damage the target will take from the illusions alone.
  • Me's a Crowd: The finest example of this trope in the entire game.
  • Monkey King Lite: He can create an army of illusions and one of his cosmetic items is the Monkey King Bar. In fact, one of his original concept arts showed that he was originally going to be the Monkey King, or at least some kind of a monkey. The real Monkey King later became a playable hero in his own right.
  • Mystical White Hair: Certainly fits the bill, although it's uncertain whether it's his natural hair color or a side effect of him absorbing Vorn's power.
  • Self-Duplication: Phantom Lancer's entire skill set is based around making illusions of himself. With Juxtapose, Phantom Lancer can create several illusions within a few auto-attacks, and quickly reach the illusion cap shortly after that.
  • Shout-Out: His model is based off of Kimahri from Final Fantasy X, while Phantom Rush is named after an ability from Final Fantasy VI.
  • The Stoic: He always manages to keep a cool face, even while laughing.
  • Super-Persistent Predator: With a combination of Doppelganger (when used offensively) and Phantom Rush, Phantom Lancer can close the distance between himself and his chosen target, as well as chase virtually any enemy over long distances, to say nothing of simply using his Diffusal Blade active to slow the target right before jumping on them.
  • Super Speed: Phantom Rush gives Phantom Lancer and his clones phase movement and a movement speed of 800, far beyond the movement speed limit, when commanded to attack an enemy within a certain radius. With a cooldown of 4 seconds at max level, this allows Phantom Lancer to mass his illusions on a target from a surprisingly long range, preventing him from being kited under almost any circumstance.
  • Took a Level in Badass: He used to be a simple fisherman.
  • Voice of the Legion: He seems to speak with the voice of all his Phantoms, even when none appear to be there.
  • Weaksauce Weakness: Phantom Lancer's illusions deal a pitiful amount of damage by themselves, even if he's farmed and has loads of Agility items to boost their base damage. Even at its highest each illusion will deal less than 50 damage apiece before reductions, meaning that damage block items (particularly Crimson Guard) will shut down his main source of damage output, reducing them to dealing Mana Burn damage (and even then only if he's purchased a Diffusal Blade).
  • Zerg Rush: Phantom Lancer deserves special mention in this category, as his Zerg Rush can regenerate itself quickly even after being destroyed. Due to Juxtapose's high proc chance on Phantom Lancer's attacks, even if his illusion army is destroyed, he can create another one almost instantly with enough attack speed.
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    Razor, the Lightning Revenant 
https://static.tvtropes.org/pmwiki/pub/images/Razor_4008.png
Voiced by: Eric Newsome

In the Narrow Maze, the souls of the dead roam until they reach their eternal fate. Razor is a spirit who serves to motivate and guide them, using his electrified whip on those who seem to be hesitating. This job is treated with professionalism by Razor, but he still seems to derive enjoyment from punishing the lost souls below him.

Razor the Lightning Revenant is a ranged position-based tank and carry that thrives in prolonged battles, capable of weakening the enemy, dishing out heavy burst damage, and chase fleeing targets with impunity. In particular, he is very effective at shutting down enemies that depend on their physical attacks. His first ability, Plasma Field, releases a ring of electricity that expands to a certain radius before returning to Razor, damaging enemies both times. The further the ring is from Razor, the more damage it deals. Static Link is the source of Razor's anti-carry potential; when cast, it creates a charged link between Razor and the target, siphoning away their attack damage and adding it to his own for as long as the link is maintained. Once Static Link is established, it cannot be broken until it expires or until the enemy is out of range - a daunting proposition, thanks to Razor's passive ability Unstable Current. This ability grants a passive bonus to Razor's movement speed and periodically damages every enemy nearby. His ultimate ability, Eye of the Storm, summons a thundercloud that periodically lashes out with lightning bolts at the enemy with the lowest HP in its range, damaging them and reducing their armor. However, if Razor also has Static Link active, Eye of the Storm will target the linked enemy instead, softening them up for Razor to banish them to the Underscape with their own stolen power.

In Dota Underlords, Razor is a tier 3 hero belonging to the Primordial and Mage alliances. His ability, Plasma Field, emits a ring of energy which expands up to three squares before contracting, damaging and slowing foes twice; the larger the ring, the stronger the damage.


  • Anti Escape Mechanism: Razor's three primary abilities lend themselves quite effectively to making Razor hard to chase down.
    • Plasma Field reveals the area around Razor as it is cast, and actually punishes enemies more if they are farther away.
    • Static Link can only be broken by the target moving out of its tether range. This means that it will still follow its target through the fog of war, and even if they are under the effects of Cyclone or Banish (which means that linking a Lifestealer will reveal which creep he has jumped into when he casts Infest).
    • Unstable Current gives Razor an immense amount of movement speed, and the periodic damage can lock down a Blink Dagger.
  • Armor-Piercing Attack: Both Static Link and Eye of the Storm ignore spell immunity, and Static Link does not trigger Linken's Sphere either.
  • Can't Catch Up: While he is classified as a carry, Razor does not scale well into the late-game since all of his abilities are static (he can only ever steal a maximum of 224 damage), and his Agility growth is very pitiful meaning that it ends up quite low even at max level (meaning his DPS and armor are restricted).
  • Chain Lightning: Before the remake in 6.60, Razor had the Chain Lightning ability, which does Exactly What It Says on the Tin.
  • Cool Helmet
  • Counter Attack: Unstable Current shocks any enemy using an ability at Razor with a jolt of electricity, dealing damage, slowing and purging buffs.
  • Damage-Increasing Debuff: Eye of the Storm reduces armor with each lightning hit.
  • Defog of War: Plasma Field reveals the area around Razor as it expands and contracts.
  • Elemental Embodiment: Of lightning.
  • Energy Weapon: He wields a whip made of lightning.
  • The Faceless: He doesn't seem to have a face under that mask.
  • High-Voltage Death: Any poor victim of Razor.
  • Hostile Weather: Eye of the Storm creates a lightning storm over Razor that strikes out at enemy units with the lowest health.
  • Lightning Bruiser: Due to the nature of his kit, which promotes staying alive as long as possible to take advantage of Static Link and Eye of the Storm, many Razor players choose to focus on durability items instead of damage items, which, coupled with the damage stolen by Static Link and movement speed from Unstable Current, turn him into this trope. The literal take on the concept is just a bonus.
  • Lightning Gun: Razor's whip fires lightning bolts at enemies from a distance.
  • Mechanically Unusual Class: Razor is so radically different from other Agility carries, and is often referred to as an anti-carry. Static Link allows him to gain power by weakening the enemy carry and Eye of the Storm allows him to take advantage of this increased damage (it goes through magic immunity, meaning that BKB is useless, and the enemy carry will often be the closest target to have their armor reduced, moreso if they're Agility carries who don't have large health pools), while Unstable Current makes him quite durable against magic spells (often an Agility carry's greatest weakness) since it instantly counters any targeted spell. Conversely, however, Razor is actually quite vulnerable to physical damage since his base armor is mediocre and his Agility gain is not impressive.
  • Mutual Disadvantage: Against Huskar. Eye of the Storm, which deals physical damage and chooses the enemy with the lowest HP percentage, will melt Huskar because of his low armour and tendency to remain at low HP, but other than that, the main weakness of Razor is that he has no stun, and you *really* need to stun Huskar to stop his DPS. Besides, Life Break is both a slow and an anti-tank skill and Razor really hates this, but then Blade Mail is pretty good on Razor too. As a 1 vs 1 mid matchup, Razor can steal Huskar's damage but it still won't stop Burning Spear harass which is Huskar's main damage source early game, and Razor risks getting zoned out.
  • Personal Raincloud: Eye of the Storm. Unlike most examples, it's used to drop lightning bolts on people.
  • Psychopomp: Razor's duty is to guide souls to the afterlife, though he acts more like a slave driver than most.
  • Power Floats
  • Punch-Clock Villain: While he does see pride in his work, he states that his whip isn't used as punishment, only to hasten souls to the inevitable. Then again, he seems to enjoy it a bit more than he should...
  • Pungeon Master: Many of his lines contain some sort of electricity pun. Puns on "conduct" seem to be particular favorites of his.
  • Shock and Awe: All of Razor's abilities are related to electricity in some way.
  • Status-Buff Dispel: One of the less-appreciated aspects of Unstable Current (before it was reworked) is that, besides giving you a free damage mini-nuke against enemy casters, it casts a purge on them, which drastically slows their movement speed and removes positive buffs. This often means that enemies cannot take advantage of buffs such as Bloodlust and Guardian Angel when fighting Razor unless they deliberately avoid casting targeted spells on Razor (meaning he has more free reign to do whatever he wants) or avoid casting their buffs until after their targeted spells (which forces them to take time out of the teamfight, leaving Razor alive for longer).
  • The Southpaw: Holds his whip in his left hand.
  • Vampiric Draining: Static Link steals damage from enemies and gives it to Razor.
  • Weather-Control Machine: Razor is a living one.
  • Yellow Lightning, Blue Lightning: The blue variety.

    Riki, the Stealth Assassin 
https://static.tvtropes.org/pmwiki/pub/images/riki_2377.png
Voiced by: Tom Chantler

In the Tahlin dynasty, Riki was the middle child. Not in line for the throne, nor receiving as much care as his younger brother, he decided to own the lack of attention paid to him, training himself to become an expert in stealth. One night, a violent coup was staged against the Tahlin dynasty. While his family and servants were being cut down, Riki put his sneakiness to use, fleeing from the chaos while assassinating any enemy he encountered. With his royal title burned to ash, Riki gave himself a new one: the Stealth Assassin. Using his skills to make a living, Riki hopes to one day be able to take revenge on those who killed his family.

Riki is the quintessential stealth hero, sneaking behind enemy lines to assassinate his targets. Riki's defining ability is Cloak and Dagger, a passive ability which has two separate effects. First and foremost, this skill causes Riki to automatically become invisible if he does not attack for a few seconds, allowing him to stalk the map with impunity. Additionally, should Riki's target turn its back to him, his attacks will deal bonus damage based on his agility, allowing him to tear through unaware or fleeing foes. To keep his enemies in place, Riki has the Smoke Screen, throwing a smoke bomb to the ground that silences and slows both the movement and attack speed of enemies in the area while reducing their vision range and making them miss most of their attacks. These many handicaps may force foes to try to flee from the smoke cloud, leaving their backs open to being stabbed. By using Blink Strike, Riki can instantly jump to a nearby unit; if he leaps to an enemy, he gains bonus damage, but he can also blink to the safety of his allies if he needs to get out. Finally, Riki's ultimate ability, Tricks of the Trade, causes him to vanish entirely from this plane and rapidly backstab random enemies within a large area. In order to succeed, Riki cannot rely on stealth alone, as invisibility detection abounds on the battlefield, but his mobility and trickiness can turn him into a nightmare for foes who lack escape options.


  • Achilles' Heel: More than other invisibility Heroes, Dust of Appearance will slow Riki down as long as he's invisible, and since Cloak and Dagger automatically turns him invisible as long as he's not attacking, the slow will stick to him unless he has a means to purge it. Silence also prevents him from fleeing using Blink Strike, or hiding using Tricks of the Trade.
  • Awesome, but Impractical: Riki has a level 25 talent that allows him to remain stealthed while attacking. While the ability to potentially massacre enemies without any risk of retaliation sounds tempting, it's undermined by two factors: one, any remotely competent team going up against Riki will be spamming Dust and Sentries like there's no tomorrow, and two, it leaves Riki unable to Draw Aggro from creeps at a stage of the game where you want to divert creeps' attention away from your buildings.
  • Back Stab: Cloak and Dagger allows Riki to deal bonus damage based on his Agility when attacking a target from its rear arc. At level 3 or higher, it essentially amounts to a permanent Double Damage that stacks multiplicatively with any percentage-based damage increases.
  • Combat Pragmatist: Riki's fighting style is essentially sneaking up on the enemy with his invisibility, dropping a Smoke Screen to prevent them from retaliating, and then backstabbing them to death. Lampshaded by the Flavor Text of Tricks of the Tradenote :
    The Stealth Assassin is not afraid to fight dirty, and specialises in attacking his opponents from behind.
  • Department of Redundancy Department: Riki, a hero specialized in invisibility, can collect the Invisibility rune, with unique lines regarding it.
  • Dual Wielding: Uses two daggers.
  • Fauns and Satyrs: Although not outright stated, he has many features of traditional satyrs. He was actually a Satyr in DotA.
  • Flash Step: Blink Strike teleports Riki behind the target, inflicting bonus damage on top of proccing backstab from Cloak and Dagger. It can even be targeted on allies to escape from enemies.
  • Fog of Doom: His first ability, Smoke Screen, blankets an area in smoke, silencing any enemies in the vicinity as well as reducing their movement speed and attack accuracy. If there aren't any of the enemy's allies in the vicinity to act as a spotter, it blocks their vision as well.
  • Fragile Speedster: While Riki's base movement speed is below average without items or agility, Blink Strike lets him instantly jump next to his target or escape from enemies. His decent high agility gain also ensures he will eventually outrun most non-agility heroes as well as hit fast and hard. However, because his base Strength is very low and his Strength gain is quite mediocre, catching Riki with silences or detection will often put him down quite quickly.
  • Horned Humanoid
  • Interface Screw: Enemies hit by Smoke Screen have their vision range removed while they're standing in it.
  • Invisibility: Cloak and Dagger makes him unique among invisibility-based Heroes in that he isn't bound by mana costs, items, positioning or cooldowns.
  • Invisibility Flicker: Riki loses the invisibility from Cloak and Dagger for a few seconds when he attacks. While a level 25 talent lets him attack without breaking Cloak and Dagger's invisibility, he still becomes visible for a fraction of a second when he backstabs an enemy.
  • Invulnerable Attack: Using Tricks of the Trade turns Riki invulnerable for its duration, potentially causing the enemy to whiff their Dusts of Appearance and other spells if used carefully.
  • Knife Nut
  • Mage Killer: Riki excels at appearing from out of nowhere and picking off lone enemy heroes, especially squishy Intelligence supports, shutting them down with Smoke Screen before Blink Strike and backstabbing them to death.
  • Middle Child Syndrome: Actually ended up saving his life.
  • Obvious Rule Patch: When Tricks of the Trade was first introduced in 6.86, it could hit any enemy unit. Then Riki players started building Battle Fury to let him run into a group of enemy heroes and creeps and use his ultimate to disembowel them nigh-instantly with massive cleave damage. Come 6.86b, Tricks of the Trade was nerfed to only hit enemy heroes, completely ignoring creeps and illusions.
  • Pint-Sized Powerhouse: Riki has a fairly small stature, but there's nothing small about the damage he can do to unwary enemies.
  • Power Nullifier: Smoke Screen silences opponents, making it uniquely useful for countering blink-escape type Heroes, as well as singling out squishy support casters for elimination.
  • Reverse Grip: His offhand dagger only.
  • Shout-Out: His name in original Dota is Rikimaru, from Tenchu. His fun name is Riki Martin.
  • Skill Gate Character: Although Riki is balanced in high-level and professional games, as an invisible hero and especially good at picking off heroes out of position, he tends to be an absolute terror in the lower brackets, being able to snowball out of control and 1v5 whole teams by himself. Cloak and Dagger turns him permanently invisible and allows him to deal absurd amounts of damage to a single target, since stacking Agility items will give him extra base damage, attack speed, armor, AND increased backstab damage. In low-level games where heroes are frequently out of position and the items that counter him (sentries, dust and Force Staff) are infrequent, he can jump on his victims at any time with the invisibility from Cloak and Dagger, drop a Smoke Screen on them, then backstab a lot as they try to run away from the smoke in panic, and finally use Blink Strike to chase down and finish them off. The other team usually doesn't realise Riki's danger until he's extremely fat, at which point even sentries and a Gem can't do anything to him.
  • Smoke Out: Smoke Screen can be used to prevent enemies from chasing, since it slows and silences them, keeping them from catching up or using their abilities to stop you.
  • Stealth Expert: Quite possibly the best example in the game, due to his invisibility being passive unlike other stealth heroes.
  • Stealth Hi/Bye: Can do this using either his Cloak and Dagger's passive invisibility to sneak up on an enemy when they least expect him, or Blink Strike to jump on them instantly (or jump to an ally's safety, for the "bye" part of this trope).
  • Teleport Spam: His former ultimate, Blink Strike, was charge-based rather than having a cooldown, allowing Riki to blink around 6 times in a row given enough mana. The current version of Blink Strike still has a very low 4-second cooldown at max level, allowing for frequent teleports.
  • Temporary Blindness: Smoke Screen cuts down the vision of any enemy heroes inside it to 200, barely allowing them to see a very small area around themselves.
  • Warrior Prince: He was born in the great dynasty of Tahlin.
  • Weaksauce Weakness: Riki will find it very difficult to gank and snowball himself if the enemy has a support(s) who are determined to shut him down by starving themselves to spam Sentry Wards and Dusts of Appearance everywhere. That being said, these supports in question will have no money to buy their own items and are in for a very frustrating game.

    Nevermore, the Shadow Fiend 
https://static.tvtropes.org/pmwiki/pub/images/shadow_fiend_1_3577.png
Voiced by: John Patrick Lowrie

Little is known of Nevermore, the Shadow Fiend. He has amassed a large collection of souls from those he has slain, and gains power for each new soul he obtains. Wherever he goes, an aura of intense malevolence is felt, a warning sign that the Shadow Fiend is hunting for new victims.

Nevermore is a ranged carry type hero who can be described as a right clicker with nuking power, or a nuker with right clicking power depending on how you build him. Shadow Raze is a spell that comes in three separate spells that determines where he casts it, best explained as near, medium and far. Shadow Raze itself is a damaging nuke with a small area-of-effect that can potentially be chained; hitting an enemy with multiple Razes in succession increases the damage they take, allowing him to inflict severe damage with a three-Raze combo. Necromastery is a passive that grants Shadow Fiend one soul whenever he kills a creep, enemy or friendly, providing him bonus damage, with enemy heroes giving 12 souls if he kills them. However, dying will release half of the souls, forcing him to kill more to restore them after respawn. Presence of the Dark Lord is another passive that reduces enemy armor while they're within his presence. Requiem of Souls is his ultimate ability that deals damage depending on how many souls he currently has. Requiem of Souls requires him to stand still for a while in order to cast it, but will unleash a torrent of souls in every direction at the end of it. If done right, Requiem of Souls will deal a massive amount of magical damage to one or more enemy heroes, potentially killing them in one hit. If he dies with Requiem of Souls skilled, Shadow Fiend will automatically activate Requiem of Souls with his remaining Necromastery souls, allowing him to potentially bring his assailant down with him.

In Dota Underlords, Shadow Fiend is a tier 3 hero belonging to the Demon and Warlock alliances. His ability, Requiem of Souls, sends out lines of demonic energy all around Shadow Fiend after a channeling period, damaging foes.


  • Art Evolution: Shadow Fiend has long been known for having the worst model in the game, to the point where Valve refused to allow cosmetics to be submitted for him (and even refused to allow players to vote for him to get a remodel in the TI4 Compendium, since they were already going to do it themselves). His remodel was finally completed with the Rekindling Soul update, along with the addition of an Arcana to celebrate the event.
  • The Assimilator: Everything he kills will have their soul added to the collective consciousness of Nevermore.
  • Black Mage: Two of Shadow Fiend's skills are nukes, while the two other boost his right-click damage.
  • Breaking the Fourth Wall: During a long pause, he can say this to the player:
  • Casting a Shadow
  • Charged Attack: Requiem of Souls has to be charged up for 1 second before it's released. It also requires Shadow Fiend to collect souls from heroes and more often, creeps to fuel its damage.
  • Continuing Is Painful: If Shadow Fiend dies, half of his stored Necromastery souls are lost. Unless he wants to try and fight with a significantly weaker ultimate and attack, he'll have to collect more souls from creeps, which gives the enemy team an opportunity to gank him and set him back even further.
  • Dark Is Evil
  • Damage-Increasing Debuff: Presence of the Dark Lord reduces the armour of all enemies near Nevermore.
  • Difficult, but Awesome: Shadow Fiend falls into the category of heroes that are easy to learn, but hard to master. None of his abilities are particularly complex to grasp, but being able to use them well is another matter entirely.
    • The key to playing Shadow Fiend efficiently is good positioning and abusing your massive offensive capabilities. An adept Shadow Fiend player can often win their lane even against mid match-ups that heavily favor the opposing hero by killing/harassing with multiple Shadowrazes, constantly increasing their bonus damage from Necromastery by denying/last hitting as much as possible, and farming jungle camps in-between creep waves. Conversely, an inexperienced player will often find themselves becoming a liability fast if they have a poor laning-phase or fail to at least keep up with the other team's leader in net worth come mid-game. Although Shadow Fiend has incredible damage output naturally, he's extremely frail and lacks an escape mechanism, meaning a hero or team able to continuously gank him will severely damper his performance and carry potential.
    • Shadowraze is a fairly thin area nuke with a fixed distance, unlike other spells which you can cast as near or as far as you'd like within its maximum range, Shadowraze will always hit a small area exactly 250/400/700 units in front of Shadow Fiend, on top of the 0.67s casting delay, forcing players to correctly estimate the distance between Shadow Fiend and his victim. On the other hand, since the three versions of Shadowraze do not share cooldown and deal bonus damage to an enemy hit by multiple Shadowrazes in a row, a player that manages to land all of them is able to deal a huge 1080 magical damage at level 7 - enough to burst down most heroes at that point, to say nothing of being able to pull off improbable snipes against fleeing invisible heroes or enemies hiding in the fog of war with some good prediction.
    • Requiem of Souls can often insta-kill heroes out of sheer magical damage (even after magic resistance reductions) if they're close enough to the resulting blast, while debilitating any survivors with a five second debuff to their movement speed and attack damage. The catch? Less damage is done the farther away the victims are from Shadow Fiend's initial position after Requiem has been successfully casted. There's a 1.67 second long start-up animation, which is distinct enough to incite enemy heroes to drop what they're doing and lob any stun or silencing spell his way, followed quickly dispatching the Fiend. Against multiple enemies, being reckless and trying to use it close range without magic immunity, items that grant more HP, or team backup is considered to be foolish suicide at best.
  • Disc-One Nuke: At max level, each individual Shadowraze deals 325 magical damage. Landing all three inflicts 925 damage - enough to kill most heroes/neutral creep camps early on or at least leave them weak enough to finish off with physical attacks.
  • Eldritch Abomination: He's a demonic... something that grows by assimilating the souls of living beings.
  • Fate Worse than Death: Every soul he takes is fully aware of what is happening.
  • Glass Cannon: His right-click damage can be boosted to insane levels just by last hitting and denying creeps, and even though he isn't an Intelligence hero, he has two powerful nukes, one of which can be used 3 times in a row - enough to kill most heroes if aimed correctly. The opposite is true as well - a well-coordinated gank at the mid lane can easily put him down.
  • Glowing Eyes of Doom
  • Herd-Hitting Attack: Shadowraze and Requiem of Souls both deal heavy damage in an area, allowing Shadow Fiend to nuke down groups of enemies (be they heroes or creeps) quite quickly.
  • Hitbox Dissonance: Shadowraze's area of effect is much larger than the visual effect suggests. Most notably, the close Raze can hit units standing beside (or even slightly behind) Nevermore despite the visual effect only covering a small area in front of him.
  • I'm a Humanitarian: Nevermore collects the souls of his enemies, and his fellow demons are no exception. The Demon Eater Arcana set represents the form he takes by stealing the souls of demons.
  • Large Ham: He stands out for being living proof that Demon speech and ham can, in fact, mix.
    Ozh icha gluth izh sol! (Translation: "I will eat your soul!")
    Ozh! OZH! OZH! (Translation: Mine! MINE! MINE!)
  • Last Ditch Move: If he has at least one point in the skill, Nevermore gets a free Requiem of Souls when he dies (at half power due to the souls lost by Necromastery). Hope you weren't standing too close when you brought him down.
  • Lean and Mean: The thinnest and the most aggressive of the demon trio.
  • Life Drain: With Aghanim's Scepter, the waves from Requiem of Souls will return to Shadow Fiend, healing him for the damage they dealt on the way back.
  • Magic Knight: Shadow Fiend has significant nuking power from Shadowraze and Requiem of Souls along with powerful right-clicks thanks to Necromastery and Presence of the Dark Lord, making him an offensive powerhouse at all stages of the game.
  • Magikarp Power: Despite being played mainly as a mid hero, Shadow Fiend struggles at the lane since his poor last-hitting power ranks him far below even safe-lane carries that require babysitters such as Meepo and Naga Siren. Yet there's a good reason he's often affectionately dubbed "the king of solo mid" - if he manages to get even a few last-hits and denies, Necromastery will boost his attack power to the point where he can deal twice the attack damage of his mid opponent, and eventually force them out of the lane completely when combined with Shadowraze spam.
  • Names to Run Away from Really Fast: Can't get much more Obviously Evil than "Nevermore the Shadow Fiend."
  • Our Demons Are Different
  • Playing with Fire: With the Demon Eater Arcana, Shadowraze creates a pillar of fire that erupts in front of Shadow Fiend.
  • Power Floats
  • Power Gives You Wings: Requiem of Souls gives Nevermore a pair of black, demonic wings for a few seconds.
  • Red and Black and Evil All Over
  • Red Eyes, Take Warning
  • Shout-Out:
    • To The Raven by Edgar Allan Poe.
    • His "low violence" model actually features a raven's head.
    • If you kill Windranger as him, he will point it out that "Ginger does have soul. And it's delicious".
  • Soul Power: Collecting souls and using them to augment his power is Nevermore's specialty.
  • Spikes of Villainy: Easily the spikiest out of the demon trio.
  • Superpower Meltdown: When Nevermore dies, Requiem of Souls activates automatically using the souls released upon death.
  • Surprisingly Sudden Death: If cast while Shadow Fiend is invisible, Requiem of Souls will not reveal him during the first second of its cast time, and by the time the invisibility wears off, it's probably too late for the enemy to do anything. As such, he can activate Shadow Blade, stand on top of an enemy, then channel Requiem to instantly obliterate them before they can react.
  • Throat Light
  • Unholy Nuke: Requiem of Souls releases the souls controlled by Nevermore to devastating effect. In case you managed to force enemies to occupy the same spot as Nevermore during his max-power ultimate, they would take 2880 magical damage. With Aghanim's Scepter, the bonus Necromastery capacity increases it to 3680 - and allows Requiem to potentially hit the enemy again on the way back if they somehow survived the initial blast. The point is, when Shadow Fiend pops a Black King Bar and starts channeling his ultimate while you're at ground zero, don't just stand there.
  • Voice of the Legion: Because he absorbs the soul of whatever he kills, he speaks with multiple voices. A male and female voice are most often heard.
  • Wreathed in Flames: When he wears the Demon Eater Arcana item.
  • Your Soul Is Mine: With Necromastery, whenever Shadow Fiend kills a unit, he steals its soul, gaining bonus damage. He can use them to fuel his ultimate Requiem of Souls.

    Slark, the Nightcrawler 
https://static.tvtropes.org/pmwiki/pub/images/Slark_73.png
Voiced by: Tom Chantler

No one knows why Slark was sentenced to imprisonment in Dark Reef, but in this hellish institution, the worst criminals of the sea are locked away. In order to survive, Slark had to be vicious yet stealthy while he prepared an escape plan. No one had ever successfully broken out of Dark Reef, but when the gang known as the Dark Reef Dozen attempted to do so, Slark used the chaos to his advantage, sneaking away to freedom.

The slippery Slark is one of the most elusive heroes in the game, assassinating his target and disappearing without a trace. Attempts at disabling him often fail due to his first skill: Dark Pact. After a short delay, Dark Pact releases several waves of dark energy around Slark, damaging him and nearby enemies while purging him of debuffs. The delay means that, if he activates this skill before a stun hits him, Slark is one of the rare heroes in the game that can remove stuns from himself, along with any other disabling effect such as slow or silence. When Slark needs to pin down a target or flee from a bad situation, he can count on his Pounce: flipping through the air, Slark flies over obstacles at great speed. If he collides with an enemy hero, the target will be tied to a leash, restricting their movement to a small radius from their current location and preventing them from running away. This allows Slark to freely attack his target, which helps him make full use of his passive skill, Essence Shift: with every attack, Slark steals one point of his target's Strength, Agility, and Intelligence, which are then converted into three Agility points for Slark, making him stronger and his enemies weaker the longer he fights. If he slays an enemy from whom he's currently absorbing attributes, Slark gets to permanently steal 1 of their Agility points. Finally, when he desperately needs to escape or just take a short mid-fight breather, Slark can use his ultimate ability, Shadow Dance. This spell creates a thick cloud of darkness, turning Slark invisible. This invisibility cannot be detected by any means, not even through items such as Dust of Appearance or Sentry Wards, although the cloud does give away his current position, making him vulnerable to AoE and point-target spells. Shadow Dance also has a useful passive component: as long as Slark isn't on his enemies' mini-map, he gains greatly increased movement speed and health regeneration, meaning that he can run around the map with impunity, healing rapidly when hurt, and easily escape and recuperate should he slip from his foes' sight for a single moment. All of these abilities help make Slark into a serious annoyance who is nearly impossible to pin down.

In Dota Underlords, Slark is a tier 3 hero belonging to the Scaled and Assassin alliances. He has two passive abilities: Essence Shift, which steals damage and attack speed from Slark's attack target, and Pounce, which briefly disarms his next target after he jumps.


  • Achilles' Heel: Since Slark relies on Shadow Dance's passive to keep him alive between teamfights (as well as during teamfights when using the active), he's very vulnerable to anything that allows the enemy to keep vision on him or that prevents him from healing. This makes both Bloodseeker and Ancient Apparition strong counters to Slark since Thirst ensures that he can't escape or regenerate once he falls below 30% health (or at least forces him to use his ulti), while Ice Blast prevents him from healing even during his ulti.
  • Adaptation Species Change: Was called Murloc Nightcrawler in DotA; he is now a Slithereen.
  • The Alcatraz: Dark Reef, of which Slark is the only successful escapee.
  • Anti-True Sight: Shadow Dance is notably one of the only two sources of invisibility in the game (the other being Smoke of Deceit) that is not revealed by True Sight.
  • Blood Magic: Dark Pact sacrifices some of his health for area damage and a debuff purge on Slark himself.
  • Body Horror: Slark has teeth growing out of random parts of his jawbone, and unlike other Slithereen such as Slardar and Naga Siren, he has legs.
  • Cast from Hit Points: Dark Pact carries a HP cost along with the mana, though it can't kill Slark if he's below the self-damage threshold.
  • Deadly Lunge: Pounce has Slark leaps forward, grabbing the first enemy hero he connects with and leashing the victim to him.
  • Defog of War: Inverted. The passive element of Shadow Dance allows Slark to know if the enemy can see him or not, as it disappears from his status bar whenever he's under enemy vision. Since this most often means that the enemy has an Observer Ward in the area (or he's being ganked by an invisible hero), it allows his team to easily de-ward.
  • Delayed Explosion: After Slark casts Dark Pact, there is 1.5 second delay until it activates. If timed correctly, Dark Pact can be used to remove incoming disables. Slark will still take the damage (if applicable), but Dark Pact will finish after he's hit and remove the disables.
  • Difficult, but Awesome: Both Pounce and Dark Pact count as this. Pounce cannot actually be aimed since it simply launches Slark in the direction he's currently facing when cast (similar to a Force Staff), and Dark Pact has a 1.5 second delay on debuff removal which makes it weaker if cast after being hit with debuffs and makes it hard to land the nuke. However, with good practice, it is possible to land Pounce consistently or use it to make difficult escapes, and with good timing Dark Pact can be used to completely shut down a gank by removing any initiating stuns or silences by using the delay.
  • Dynamic Entry: Pounce can be used to initiate a gank.
  • Fate Worse than Death: He sees being stuck in a bare aquarium as one.
  • Fish People: He is a Slithereen that looks like a humanoid shark or piranha.
  • Fragile Speedster: While Slark is an incredibly slippery foe thanks to his escape-oriented kit, he doesn't have much HP and can easily be put down if chain-disabled (which is a big "if" given that Dark Pact is a thing).
  • Gradual Grinder: Slark's right-click attack is rather weak to start with, due to his lack of any damage-boosting abilities and low Agility. However, each time he hits an enemy, Essence Shift steals their stats and converts those stats into Agility for Slark, making them weaker over time and making Slark much more powerful. Combined with his escape-oriented kit, this allows Slark to continuously chip away at his opponents while escaping retaliation and healing off any damage taken, bringing them down through attrition.
  • Great Escape: Naturally it didn't go well for those who originally planned it, Slark sabotaged it and used it for his own escape. In addition, many of his skills are geared toward this.
    • Dark Pact applies strong dispels to Slark over its duration, removing the vast majority of debuffs. This includes most stuns if activated before the stun hits. It's one of a select few abilities strong dispels in the game, and one of even fewer that can un-stun the user (the others being Abaddon's Borrowed Time, Ursa's Scepter-upgraded Enrage, Tidehunter's Kraken Shell, and the Aeon Disk; most other strong dispels can't be cast while stunned).
    • Pounce helps Slark flee over impassable terrain and trees, and widens the gap between Slark and his pursuers.
    • Shadow Dance makes Slark invisible for four seconds, granting him bonus speed and increased healing as he flees. On top of that, true sight can't even reveal Slark during Shadow Dance, making him even more ridiculously difficult to catch.
  • Healing Factor: The passive component of Slark's ultimate lets him regenerate a percentage of his health every second while he's invisible to the enemy.
  • Hit-and-Run Tactics: Slark can't survive in teamfights for very long, but he excels in one-on-one combat and shaking off any pursuers with his skills.
  • It's All About Me: Sabotaged the breakout of the Dark Reef Dozen just to make his own getaway. His gameplay likewise encourages this, leaving allies as distractions while he, and only he, escapes unseen.
  • I Work Alone: A survival trait learned from his time in the Dark Reef. Also tends to be like this during the early-mid game.
  • Level Drain: Killing an enemy that's debuffed by Essence Shift causes Slark to permanently steal 1 point of Agility from them.
  • Life-or-Limb Decision: Lore-wise this is how Dark Pact works.
  • Magical Incantation: He can sometimes be heard reciting one when performing his skills.
  • Pet the Dog: Despite being a murderous cuttroat who distrusts everybody, he compliments Naga Siren's voice.
  • Pintsized Powerhouse: He is tiny, about the same size as Meepo and Sniper, and is one of the game's most terrifying carries.
  • Serrated Blade of Pain: His Weapon of Choice.
  • Ship Tease: As listed under Pet the Dog and in the fluff text for one of his cosmetic items, he's implied to have feelings for Naga Siren.
  • Sinister Shiv: He calls his weapon this, but it is really more of a Cool Sword as described above.
  • Skill Gate Character: In low-level play, Slark is one of the most hated heroes due to his elusiveness and powerful ganking ability. Pounce allows him to pin down an opponent for several seconds, preventing them from fleeing while he repeatedly hits them to gain lots of Essence Shift stacks, and can also be used for mobility in order to escape over impassable terrain. The passive aspect of Shadow Dance means that he can rapidly heal up after a fight while moving towards his next target at increased speed, and the active makes him temporarily immune to any non-AoE ability, allowing him to take a breather even in the middle of a chaotic teamfight. This is compounded by Slark's tendency to buy Shadow Blade, allowing him to roam around the map with impunity and easily escape from bad situations due to low-level players' distaste for buying detection, making him extremely difficult for uncoordinated players to kill. Better players can take advantage of Slark's weakness to burst damage, especially AoE abilities which can hit him during Shadow Dance.
  • Smoke Out: Shadow Dance briefly shrouds him in a cloud of smoke, granting invisibility that's not broken by attacks and spells. Similar effects are used by Pounce if it hits someone and the explosion of Dark Pact, even though they don't result in any stealth. Aghanim's Scepter upgrades the ability to let him hide other heroes under the smoke as well.
  • Status-Buff Dispel: Dark Pact is notable for being one of the few strong dispels in the game, allowing it to remove most stuns with good timing.
  • Surprisingly Sudden Death: Many support players absolutely loathe Slark for a reason. Shadow Blade is a core item for him, due to its synergy with Shadow Dance, and once he gets it he can suddenly jump on a squishy support, Pounce to prevent them from escaping, then pop Dark Pact and his ultimate if needed, killing his victim in seconds - most supports are defenseless against being ganked by a Slark with Shadow Blade except for spending lots and lots of gold on Sentry Wards.
  • Vampiric Draining: Essence Shift drains 1 of each enemy's stats on every attack for up to 2 minutes and adds them to Slark's Agility. Combined with his Healing Factor, Slark will only get stronger in prolonged teamfights.
  • Weak, but Skilled: Slark has the worst Agility gain of all Agility Heroes, with even many Intelligence Heroes beating him out. However, his ability to remove debuffs (including stuns) from himself, escape from almost impossible situations, rapidly regenerate health outside of battle, and steal stats from his opponents, makes him an extremely hard target to pin down, and makes him a force to be reckoned with even late-game.
  • Why Won't You Die?: Slark's escape-oriented skillset makes him extremely difficult to pin down and kill, with all of his skills except for his E being useful for escape. Notably, the passive aspect of his ultimate, Shadow Dance, means that if he slips from your sight for just a few seconds, he'll likely be able to get away using the speed buff, and even if you catch him again he'll probably have regenerated most of the damage he took.

    Kardel Sharpeye, the Sniper 
https://static.tvtropes.org/pmwiki/pub/images/sniperupdated_2792.png
Voiced by: Gary Schwartz

In the valleys of Knollen, guns are a way of life. To the villagers who inhabit these rugged lands, it is a rite of passage to slay a Steepstalker with a single bullet. The day came where it was Kardel Sharpeye's turn to take the test. The bullet struck the beast, but its corpse bore an ill omen, as the bullet had pierced the Steepstalker's eye and fallen down into its mandibles. According to an ancient prophecy, the gunman who managed such a feat must be exiled from the village until he becomes a legendary warrior. For this reason the Sniper was banished from his hometown, and he now fights in order to be accepted among his people once again.

There are only a few things that come to mind when it comes to Sniper: shooting, shooting and more shooting. Sniper lacks flashy skills, but his normal attacks are not to be trifled with. He tremendously increases his normal attack's range with his skill Take Aim, which sounds simple, but is very vital in harassing the enemies in lane and when maxed, enables Sniper to shoot down Towers without being intercepted. Occasionally, he can also score a Headshot, briefly slowing down movement and attack speed of those he attacks as well as dealing bonus damage. He can also create a rain of Shrapnel covering an area that slows down enemies as they take damage per second. The skill comes with three charges, allowing Sniper to cover a large area or slow enemies for a long time. And lastly, his ultimate ability Assassinate covers an even greater range than his normal attack and deals heavy damage after a short delay - perfect for taking down retreating enemies with low HP. It's also one of the few ultimates with low cooldown, allowing Sniper to use it often for both laying down harassing fire as well as finishing off fleeing enemies. However, his offensive capabilities are offset by his frailty and lack of escape options, so Sniper requires good positioning or some escape items (such as the Shadow Blade) to not get caught out-of-position and killed, much like an actual sniper finding a good sniping spot.

In Artifact, Sniper is a black hero. He has the Active Ability Heashot, which deals 5 damage to a unit, and the signature card Assassinate, which deals 10 piercing damage to any unit in any lane.

In Dota Underlords, Sniper is a tier 3 hero belonging to the Hunter and Deadeye alliances. His ability, Assassinate, deals massive damage and a mini-stun to an enemy after a long aiming time.


  • Adaptation Species Change: A dwarf in Dota 1 and a Keen in Dota 2.
  • Annoying Laugh: Most Keens are known to have obnoxious voice, but Sniper pretty much is the reigning king of obnoxious voice and laugh, and he's not afraid to shove his laugh to others, which will be heard to everyone in the vicinity. All together now, "HO HO! HA HA!"
  • Badass Beard: Seems to be standard among his race. Helps that he was originally a dwarf.
  • Badass Normal: Sniper fights exclusively with his rifle and nothing else, and has no magical abilities at all.
  • BFG: The Immortal item Muh Keen Gun is a monstrosity of a gun bigger than Sniper himself.
  • Boom, Headshot!: Sniper's passive Headshot, which gives him a chance to slow and deal bonus damage with his right-clicks. Additionally, while Sniper is taking aim for Assassinate, the target(s) receives a debuff that reads "Sniper's taking aim at your head!"
  • Boring, but Practical: Take Aim does nothing more than increase Sniper's range, which doesn't sound very exciting. However, since Sniper's greatest strength lies in his basic attacks, this increased range becomes invaluable. At level 2, his range exceeds that of towers, enabling him to safely push very early in the game.
  • Crosshair Aware: Sniper's Assassinate will put a crosshair visible to allies above his target while he's charging the ability; the target can also see it, including the countdown, as a debuff.
  • A Day in the Limelight: Sniper was long considered one of the Skill Gate Characters in the game: only effective to stomp noobs, and extremely unpopular among pros. Then patch 6.83 came: it buffed Shrapnel to give it 3 charges, turning it from a very weak slow and pushing skill into an extremely annoying laning skill, while also nerfing pushing strats and introduced a rubberband gold and XP mechanic, which turned the meta into one of farming, turtling and defending high ground: all of which Sniper excels at. As a result, 6.83 turned him from a pubstomper into a top-tier hero. Then 6.84 nerfed the rubberband and Shrapnel and Sniper faded into obscurity again, although he still sees more high-level play than before the patch.
  • Finishing Move: Assassinate's excellent range, impressive power, and long casting time effectively make it this. It's best used to finish off fleeing enemies that would otherwise successfully make an escape. In low-level games, where many ganks often end with the victim running away with the last sliver of their health, Assassinate will easily secure the kill for Sniper.
  • Friendly Sniper: Quite the talkative and upbeat fellow, for his allies, obviously.
  • Glass Cannon: Although he can potentially dish out tons of damage, he's very fragile and rarely builds defensive items.
  • Hit-and-Run Tactics: Sniper is one of the best kiters in the game thanks to the extreme range from Take Aim and two slows, combined with Sange and Yasha and Eye of Skadi being two of his commonly built items.
  • Improbable Aiming Skills: The reason he was exiled. Assassinate can hit from a insane distance away, even people that he can't see naturally, as long as he has sighted them using wards or teammates. The bullet will even CURVE to hit the target,or even pull a complete 180 turn! It also gives True Sight over the target while Sniper is aiming, meaning that he can still reliably hit a target after it goes invisible. You don't get much more improbable than that.
  • Last-Second Word Swap: One of his possible death quotes is switching what would be 'shit' into 'shoot'.
    Sniper: Oh, shiiiiiiiiiiii-oot!
  • Long-Range Fighter: Sniper has the longest attack range in the game with Take Aim and can extend it even further with Dragon Lance (and talent), and Assassinate takes it Up to Eleven with its absurd 3000 range. Additionally, Shrapnel can be cast from an absurd 1800 range away, effectively daytime vision. Of course, Sniper lacks escapes, is incredibly vulnerable and rarely invests in durability, so he's as good as food if the enemy can get close to him.
  • Magikarp Power: Starts off incredibly weak, but once he gains enough agility, he hits very hard, shoots very fast, and has the longest range in the game, letting him mow down enemies before they can get close.
  • Making a Spectacle of Yourself
  • More Dakka: His Muh Keen Gun Immortal item was, according to the description, designed with this in mind, although it doesn't affect his attack speed in-game. Of course, there is still the Mask of Madness/multiple Mjollnir build, which gives him a decent increase in dakka.
  • Mutual Disadvantage: Heroes with Blink Dagger hate Sniper as much as Sniper hates them. A successful Blink initiation on Sniper can result in an easy kill due to his squishiness and lack of escapes, but Sniper's 3 charges of Shrapnel and long-range attack mean that it's easier said than done.
  • Secondary Fire: Shrapnel and Assassinate.
  • Shout-Out:
    • Several of his voice lines come straight from the Sniper of Team Fortress 2. Incidentally, his voice actor, Gary Schwartz, also voiced the Heavy and Demoman in TF2.
    • When casting Assassinate, the rifle makes the same sound as the AWP from Counter-Strike.
  • Signature Laugh: "HO HO! HA HA!"
  • Situational Sword: Aghanim's Scepter is this for Sniper. On the one hand, it allows Assassinate to hit all enemies in an area; on the other hand, it removes the impact damage, and replaces it with a Critical Hit attack from Sniper that also deals a Headshot. Since Sniper's attack damage is rather low, he generally needs a good deal of farm before he can justify picking up a Scepter, as he otherwise ends up dealing less damage with it.
  • Sniper Rifle: Quite obviously.
  • Spread Shot: Shrapnel is a Recursive Ammo variant, shooting a single projectile into the air that explodes and rains shrapnel on the targeted area. He can do this with Aghanim's Scepter-upgraded Assassinate as well, locking on to all enemy heroes in an area before firing at all of them simultaneously.
  • Unskilled, but Strong: What he lacks in skill, he makes up for in firepower, and his entire skillset can be summed up as "things his gun does".
  • Weaksauce Weakness:
    • Blade Mail completely wrecks Sniper. Since he's so squishy, turning on Blade Mail when he attacks you will kill him first before he can kill you.
    • Shadow Blade, Blink Dagger and gap-closing skills also counter Sniper very hard. Since he relies on his excellent range to deal damage without being retaliated, he often builds only damage items and no survivability items, so if that range advantage is nullified, he becomes food.
  • You Shall Not Pass!: A plethora of slows including (but not limited to) a triple Shrapnel, Headshot, Sange and Yasha and Eye of Skadi combined with an extreme range from Take Aim and constant pressure from Assassinate makes Sniper one of the best high ground defenders in the game: he can simply stay behind the tier 3 tower and shoot while the enemy team has difficulty breaching the tower from the constant slows. Combined with the rubberband gold mechanics, it is especially disastrous for the enemy team if Sniper can manage to finish their carry off with Assassinate.
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    Mercurial, the Spectre 
https://static.tvtropes.org/pmwiki/pub/images/Spectre_5248.png
Voiced by: Gin Hammond

Mercurial is a being of volatile energy that finds itself drawn to scenes of violence in the physical realm. Each time she takes on a physical form, Spectre finds herself stricken by a loss of self as her mind shatters; however, as the battle rages, she begins to reform and her true mind re-emerges, until in the final moments, she finally regains her eternal form and returns to the realm from whence she came.

Those who wander alone are never safe from the Spectre, as she can pounce from anywhere on the battlefield and pick them off while shrugging off attempts at retaliation. Her first ability throws a Spectral Dagger at a target point or enemy. The dagger and any enemy it strikes will trail a Shadow Path, which slows enemies' movement while increasing Spectre's speed and allowing her to walk through all terrain. Desolate makes Spectre dangerous to lone enemies, adding bonus pure damage to her attacks against enemies with no one nearby to help, and massively reducing their vision range. Dispersion negates a portion of all damage felt by Spectre and reflects it onto nearby enemies, heavily punishing attempts to attack her. Finally, Spectre's ultimate ability Haunt creates an uncontrollable illusion to attack each enemy hero. If any of her Haunts finds easy prey, Spectre can jump to the illusion's location using Reality to finish them off personally. Aghanim's Scepter also adds Shadow Step, which is similar to Haunt but targeting a single enemy. Spectre is played as a hard carry as she starts out fairly weak, but if allowed to gather her strength, she can dominate the battlefield and foil all attempts to fight or flee.


  • Achilles' Heel: Silver Edge's Break effect disables both Desolate and Dispersion, severely hindering Spectre's damage and survivability.
  • Ascend to a Higher Plane of Existence: Her motivation is to "ascend" to her homeworld.
  • Attack Reflector: Dispersion negates part of the damage dealt to Spectre and reflects it to her enemies.
  • The Blade Always Lands Pointy End In: Spectral Dagger can slow down enemy targets with perfect accuracy from insane distances (for a throwing knife, that is), and the dagger flies pointy end first the entire way.
  • Blood Knight: Spectre is, by nature, drawn to scenes of carnage, and is more than willing to contribute if it gives her a means to return home.
  • Blue and Orange Morality: Spectre isn't explicitly evil; while she certainly enjoys slaying her enemies, she is herself trapped in an alien world she has trouble communicating with.
    Spectre (killing a hero): "Can no one understand me?"
    Spectre (lasthitting): "What is it they want?"
  • Casting a Shadow
  • Confusion Fu: As long as the illusions from Haunt persist, there is neither a cooldown or a delay between Spectre swapping positions. With enough illusions in a concentrated area combined with fast clicking, Spectre can feasibly zip back and forth between positions in an instant, making her incredibly hard to effectively hit, and hilariously causing homing projectiles (and Huskar) to rapidly turn in place in a futile attempt to track her.
  • Dark Is Not Evil: Spectre isn't malicious by any stretch of the imagination. All she wants is to return home, which in turn requires her to get her hands dirty.
  • Dynamic Entry: After using Haunt, Spectre can then follow up with Reality to instantly teleport next to her victim.
  • Eldritch Abomination: A sapient form of energy attracted to scenes of intense carnage.
  • Glowing Eyes of Doom
  • Ineffectual Loner: Invoked against enemies who are attacked by Spectre without allies within a certain radius of them, who take bonus Pure damage from each strike due to her second ability and passive, Desolate. This ability works on Illusions (see Self-Duplication below).
  • Lightning Bruiser: Spectre has one of the highest effective HP in the game, and with Dispersion, 22% of that will be dealt to her enemies. If she has 4000 HP, you deal 4k damage to her, 800 is reflected, and Spectre's STILL alive. Then she pops Satanic and you have no idea what to do. Her skillset deals a ton of spill damage to the whole enemy team (on Dotabuff she's sitting at the top of the hero damage charts) and a late-game Spectre will get double kills on supports just by pressing ulti. And thanks to Haunt, she can always jump on her victims at will.
  • Magikarp Power: Spectre is one of the worst laners in the game, being a melee hero with low HP, poor offensive capability, and the weak Spectral Dagger as the only way to do anything against enemy heroes at this point. Even after she hits level 6 she's only good at finishing off low HP enemies by with Haunt and Urn of Shadows. However, after she gets a few big items she's nearly unstoppable, being very hard to kill with Dispersion while wearing down the enemy with Haunt. Since it's impossible to scatter and escape thanks to her ultimate scouting out heroes, the enemy team is forced to fight a Stone Wall, or die trying to run.
  • Purple Is the New Black
  • Rings of Death: Her former weapon model. It's since been changed to what appears to be a handheld guillotine blade.
  • Sadistic Choice: A farmed Spectre can present one to her enemies. Ignoring her will result in them being ripped to shreds, but attacking her will cause them to eat a ton of reflected damage as Spectre rips them to shreds.
  • Self-Duplication: Spectre's ultimate, Haunt, summons an illusion of herself next to every enemy hero. After a brief moment of inactivity they will all begin attacking and chasing their targets for a few seconds before disappearing. The real Spectre can teleport to any of the Haunt illusions and begin to engage at will.
  • Skill Gate Character: Spectre exemplifies the difference between a well-coordinated competitive team and a team of five pub players who prefer doing things on their own. Basically as she is among the hardest carries in the game, she remains completely ineffective early game and needs a lot of farm and core items before she becomes truly effective until around 40 minutes in the game when she becomes virtually unstoppable. In an uncoordinated game of pubs, they often don't have the teamwork and cooperation to end the game quickly so they would not realize that they are fighting a ticking time bomb until it's too late, resulting in her consistently having the highest win rate across the board. But in a coordinated competitive game, players know that they are on the clock, thus they will not only shut down her farm but also push down the lanes until their barracks have fallen. And since she lacks any way to flash farm, catching up will be really hard. Whenever pros pick her, it is often a must that she buy early game items such as Blademail and Urn to allow her to finish off other heroes that she is currently haunting.
  • Stone Wall: Spectre's Agility growth is fairly poor for an Agility hero, and her abilities aren't very damaging on their own. However, her Strength growth is somewhat better and Dispersion makes her significantly tankier when she gets a few levels and items under her belt, making her great at soaking up damage and wearing down enemies faster than they can kill her.
  • Temporary Blindness: Desolate drastically reduces its victim's vision if its damage is applied.
  • The Unintelligible:
  • You Can Not Grasp The True Form: As mentioned in the Back Story, "her normal spectral state transcends sensory limitations".

    Lanaya, the Templar Assassin 
https://static.tvtropes.org/pmwiki/pub/images/Templar_Assassin_5195.png
Voiced by: Linda K. Morris

In her youth, Lanaya was fascinated with science. As she searched for rare books to study, she unlocked the mysterious door to the Hidden Temple, which exists where mind meets matter. Although the inhabitants of the Temple shared some knowledge with Lanaya, they kept their greatest secrets hidden from her, promising to reveal them only should she swear allegiance to them. Agreeing without hesitation, the Templar Assassin kills in pursuit of the mysteries of the universe.

Lanaya the Templar Assassin is a very short-ranged Agility hero capable of dealing huge bursts of Physical damage to swathes of enemies with expert positioning and timing. Templar Assassin's best tool for effectively killing enemies is her trusty Refraction, which instantly places an energy barrier around her. This barrier completely nullifies a set number of instances of damage and causes the same number of Templar Assassin's attacks to deal bonus damage, making dueling her a tricky affair for most heroes. Naturally, an assassin would have some way to, well, assassinate. Meld does exactly that, making Lanaya invisible until she moves or attacks, with no limit on the duration. The first attack she delivers out of stealth will deal bonus damage and reduce the target's armor. Despite being a ranged hero, Templar Assassin actually has a shorter attack range than melee heroes. To remedy this, Psi Blades passively increases her attack range and causes her attacks to "splash" as pure damage to all units in a cone behind her attack target. Her ultimate Psionic Trap places an invisible trap which grants vision to Lanaya and her allies. When manually detonated, the traps explode, slowing enemies in the area. The longer the traps remain undetonated, the stronger the slow, and at maximum charge targets also take damage over the duration of the slow. With Aghanim's Scepter, Lanaya gains Psionic Projection, which allows her to teleport to any of her traps after a channeling period, detonating it on arrival.

In Dota Underlords, Templar Assassin is a tier 4 hero belonging to the Elusive and Assassin alliances. Her ability, Refraction, grants two bonuses to herself, increasing the damage of her next few attacks while blocking several damage instances.


  • Achilles' Heel: Refraction blocks her from harm based on how many separate instances of damage are applied. So, it can absorb ludicrous amounts of burst damage, but weak damage-over-time abilities can destroy the shield almost instantly. Meld invisibility requires her to stand still, making her only more vulnerable to area-of-effect abilities and True Sight. Jakiro and Venomancer in particular counter her well for both skills, and on top of that, limit her damage output and her blink dagger usage (a common item for Lanaya) with the combined, continuous use of multiple damage-over-time spells.
  • Action Girl: She is one of the few female heroes in the game who is supposed to go into close-ish range.
  • Agony Beam: Psi Blades "spill" pain, damaging units in a line for exactly the same damage as the first target.
    Psi Blades Description: Her blades pierce the skin as much as the mind, furthering her understanding of the mystery that is reality.
  • Armor-Piercing Attack: Lanaya is a rather unique damage-dealer in that Psi Blades will transfer the exact damage that the initial target suffers onto anything behind it. This means that you're actually rewarded for initiating on the squishiest hero in a teamfight, since it will allow you to take advantage of their low armor (especially when combined with Meld) to deal absurd amounts of Pure damage to the heavily armored hard carry behind them.
  • Back Stab: Any attack that breaks Meld deals bonus damage and reduces the target's armor, hitting hard.
  • Badass Bookworm: She was a scholar before discovering the Hidden Temple and becoming an assassin for them.
  • Bare Your Midriff: Her midriff is revealed in her Hidden Mysteries loading screen, though this trope is absent on the in-game model except with her Clandestine Trail set.
  • Booby Trap: Lanaya's ultimate, Psionic Trap, lets her place traps that turn invisible after a while, providing vision. When sprung, they slow the target, making them easy to catch up to, though they take time to charge up to full potency.
  • Church Militant: While the Hidden Temple isn't a religion per se, it is a Temple, nonetheless.
  • Combat Stilettos: Her shoes have a high-wedge heel to them.
  • Deflector Shields: Refraction, Lanaya's first ability, creates a shield around her that completely blocks a certain number of damage instances, while simultaneously giving her bonus damage for the same number of attack instances. This makes her extremely durable against burst damage and spells, though it's easily broken by damage over time and repeated right-clicks.
  • Defog of War: Psionic Trap gives a small area of vision around itself, and is permanently invisible, so it essentially acts as a free pseudo-ward that doesn't time out. Smart Templar Assassin players will often place these at key choke points, inside the enemy jungle, and on top of high ground transition ramps (which are most often places where ganks begin), giving their team a decisive edge in position knowledge.
  • Difficult, but Awesome: Due to her mediocre stats and unorthodox abilities, Templar Assassin can be difficult to learn, since it requires a fair amount of understanding and thinking to utilize her skills to their utmost. However, mastering her abilities and good planning lets you gain easy rune control after the six-minute mark, use the traps to give your team map vision over crucial areas, block off escape routes to make enemies easier to catch, harass enemies from spell-casting range, ignore massive enemy nukes in teamfights, cleave enemy teams from range with high-damage right-clicks, burst down spell immune enemies with your right-clicks, spot and initiate ganks with the traps, and much more.
  • Dual Wielding: Wields a pair of psi blades.
  • Enemy Mine: Implied to have this relationship to Omniknight when they're fighting on the same team. Considering she is part of an organization called the Hidden Temple and Omniknight worships a god who sees all, it's understandable why there's a conflict of interest.
  • Enlightenment Superpowers
  • The Faceless: The lower half of her face is always covered by her mask, except with a few cosmetic items.
  • Graceful Ladies Like Purple: A feminine Lady of War with a purple colour scheme.
  • Highly Visible Ninja: Not outright stated but her design is very Ninja-like. Averted with Meld.
  • Impossibly-Low Neckline: Though it's not quite as noticeable as, say, Mirana or Lina.
  • Invisibility: Meld lets her stay invisible as long as she doesn't move or use any abilities/items, and breaking it by attacking gives her bonus damage and reduces the target's armor. It's largely useless for ambushing given the mobile nature of the metagame, but quick-casting it in a fight lets Lanaya use it as a damage nuke, and in the early game when the enemy team has no detection or area-of-effect spells, lets her survive ganks and remain untouchable until either help arrives or the enemy gives up.
  • Lady of War
  • Laser Blade: Her psi blades look like a pair of katar made of purple light. They're technically not made of laser, but psychic energy.
  • Ms. Fanservice: Lanaya is usually favored as one of the hottest heroes in the game, thanks to her Impossibly-Low Neckline, which also provides some bare armpits, not to mention she was actually one of the bustier female characters in the game (behind only Lina and Queen of Pain). Her ninja-ish attire and her reserved, studious personality may also be a thing to hit on.
  • My Master, Right or Wrong: Her desire for knowledge led to Lanaya making a vow of loyalty to the Hidden Temple.
  • Noodle Incident: She used to be an item with Juggernaut, but an event happened and they broke up because of it. The nature of the event is shrouded in mystery that's even more mysterious than the mysteries Lanaya protected so far.
  • One-Hit Polykill: Lanaya is interesting in that she is one of the only two ranged heroes in the game with a "cleave" mechanic note . Psi Blades allows her to deal Pure damage to enemies in a narrow line behind the target she attacks (the damage dealt is equal to whatever the first target suffers, after damage amplification or reduction from armor), meaning that it ignores armor and magic resistance.
  • Pointy Ears
  • Psychic Powers: Her abilities are described as such.
  • Secret Circle of Secrets: The Hidden Temple is a morally ambiguous version of the trope. It is more than willing to have Lanaya work with the likes of morally upstanding characters like Omniknight, but her kill quotes imply her reasons for murdering certain heroes are a secret known only to the Temple, leaving one to wonder what exactly their motives are.
  • Seeker Archetype: Driven by curiosity, Templar Assassin seeks to unlock the secrets of the universe and uncover its mysteries, to the point that she discovered the Hidden Temple.
  • Short-Range Long-Range Weapon: Templar Assassin is technically a ranged hero, but her attacks have a pitiful 140 range, 10 range shorter than the standard melee range of 150. Leveling Psi Blades lets her "throw" her blades at her targets from more respectable ranges, although her attack range is rather short even with maximum level Psi Blades.
  • Shout-Out: She had several to StarCraft in DotA, with mentions of Aiur and the Protoss. In Dota 2, she retains the title Templar Assassin and her skill Psi Blades, and also incorporates certain Protoss traits in her design: Refraction manifests as Deflector Shields, her long braid resembles the Protoss' nerve cords, she possesses glowing blue eyes akin to the Khalai, and her attire is reminiscent of that worn by the Nerazim.
  • Spell Blade: Refraction temporarily boosts Templar Assassin's damage for a set amount of attacks.
  • The Stoic: Practically lampshaded with one of her "laugh" responses, which consists of the most deadpan "Ha. Ha. Ha." ever.
  • Supernatural Is Purple
  • Touched by Vorlons: Her powers were granted by the beings in the Hidden Temple.
  • Trap Master: With Psionic Trap.
  • Weak, but Skilled: Her stats are pretty mediocre, but she makes up for it with three of her skills drastically increasing damage (with one scaling into lategame), and two increasing her survivability. Meta-wise, playing her well requires good planning when placing traps, and good positioning (and thus game-sense and judgment) to make the most of her attacks.
  • You Gotta Have Blue Hair: And occasionally purple, depending on cosmetic items.

    Terrorblade, the Demon Marauder 
https://static.tvtropes.org/pmwiki/pub/images/terrorblade_2024_3090.png
Voiced by: David Sobolov

Even amongst demons, there are some that are so evil that Hell itself is not enough a punishment. Terrorblade was one of these demons, constantly violating the laws of the underworld. For these crimes, he was sent to Foulfell, a dimensional prison where demons spend eternity being tormented by the reflection of their own soul. But Terrorblade's control over his soul was such that he managed to master his reflection, assimilating its power and breaking free from Foulfell. Now, he is no longer content with spreading his chaos only through the Seven Hells.

Terrorblade the Demon Marauder is a melee agility carry hero who is devastating in the later stages of the game. Terrorblade has the highest starting armor in the game, but is squishy due to his low health, meaning he needs strength items to be tanky enough to sustain damage to himself and his illusions. As with all illusion-based heroes, he needs stat-based items in order to make his illusions powerful. He is known for casting Reflection, which creates invulnerable illusions of all nearby enemy Heroes for a few seconds. Conjure Image creates an illusion of Terrorblade that deals considerable damage at max level. Terrorblade can create up to two illusions, which together deal more damage than Terrorblade himself, effectively multiplying Terrorblade's Base Damage (but not his Bonus Damage). Metamorphosis is an unorthodox spell that transforms Terrorblade into a powerful ranged demon capable of wrecking havoc on his enemies with its bonus range and damage, but makes Terrorblade slower. This spell also makes illusions of Terrorblade transform into his demonic form, but they revert back once they wander too far away from Terrorblade. With Aghanim's Scepter, nearby foes are struck with fear when Terrorblade transforms, causing them to run away. Finally his ultimate, Sunder, is a unique ability that swaps his health with a targeted hero, ally or enemy alike. This makes ganks on him incredibly risky since he can Sunder a hero before finishing them off with a few attacks. With his two Illusion-based spells, the 'semi-ultimate' Metamorphosis and his ultimate, Sunder, Terrorblade's skill set makes him a strong foe in the early game and absolutely terrifying at the later stages of the game. He is usually played as a hard carry.

In Dota Underlords, Terrorblade is a tier 3 hero belonging to the Demon and Demon Hunter alliances. His ability, Metamorphosis, transforms him into a powerful form with long-ranged attacks and increased damage and attack speed, as well as swapping his health with another ally upon cast.


  • Achilles' Heel: While Terrorblade can be a powerhouse pusher and carry in the right hands, he's quite vulnerable to ganks and nukes, since he has no escape abilities and has pitiful Strength gain (comparable to hard carries like Anti-Mage and squishy supports like Ancient Apparition). On top of which, he's quite vulnerable to silences since he depends so much on his active abilities for his damage output (and particularly his ultimate), and his cast animation is extremely slow, which makes his ultimate easy to avoid by smart players since it's also barely more than melee ranged.
  • Adaptation Species Change: From a part-demon Night Elf to just a demon.
  • Awesome Mc Coolname
  • The Blank: With the Fractal Horns of Inner Abysm equipped, Terrorblade's face becomes a broken mirror mask.
  • Card-Carrying Villain: A nasty piece of work, and proud of it.
  • Chest Burster: The Fractal Horns of Inner Abysm Arcana plays a unique death animation for enemy heroes killed by Terrorblade, in which mirror shards burst out of their bodies.
  • Cursed with Awesome: Was sentenced to a prison for demons to stare into his worst self for eternity, but managed to master it instead.
  • Dual Wielding: Terrorblade wields two knuckles.
  • Dummied Out: In the original DotA, Terrorblade and Anti-Mage were twin brothers. During Anti-Mage's development for Dota 2, he had several voice lines recorded to this effect which were discarded once Terrorblade was given his own brand-new backstory.
  • Escaped from Hell: Yes, demons have their own hell, and it failed to hold him.
  • Even Evil Has Standards: Played for Laughs. Even he thinks Timbersaw is crazy.
  • Eviler Than Thou: He's considered evil enough to deserve hell even by demon standards. You know, those same demons that include the likes of Shadow Demon and Doom.
  • Evil Twin: Reflection creates phantom illusions of all heroes in a target area, which will attack the originals for the duration.
  • Fate Worse than Death: Defied, as the demons tried to punish him by sending him to the Foulfell, but it backfired as Terrorblade uses his own reflection as a weapon.
  • Foil: To Anti-Mage. Both are Agility hard carries, but while Anti-Mage specializes in killing mages, Terrorblade fares better against physical attackers. Anti-Mage's kit makes him highly mobile, able to jump in and out of combat at will and good at chasing enemies down, while Terrorblade prefers to stand his ground against enemies and hold them in place while poking them apart. Anti-Mage's ultimate Mana Void is best used as a finisher against enemies with a lot of missing mana, while Terrorblade's Sunder is more of a comeback tool for when Terrorblade is low on health. Appropriately enough, the two were brothers in the original DotA.
  • Fusion Dance: With the Fractal Horns of Inner Abysm, Terrorblade becomes a fusion of himself and his worst self.
  • Glass Cannon: With a low base attack time and the highest Agility growth in the game, Terrorblade and his illusions can attack at blistering speeds to mulch enemies in record time, especially with Metamorphosis active. Just don't expect him to take any sort of punishment with his pitiful Strength gain (although his high Agility also gives him a ton of armor, letting him manfight enemy carries a bit better). He usually needs at least 2 big items, if not more, to teamfight effectively since otherwise he's going to be burst down in seconds.
  • Glowing Eyes of Doom
  • Gone Horribly Wrong: Terrorblade's imprisonment in Foulfell was intended to torment him with the image of his own twisted self. It backfired rather spectacularly.
  • Good Wings, Evil Wings: Black upside-down wings in his melee form, they flip and spread out during his Super Mode.
  • Hunter of His Own Kind: He's a physical glass cannon with high base damage that's good at killing physical glass cannons with high base damage, as they can't use area damage spells they don't have to destroy him and his illusions, and their own high damage gets turned back on them with Reflection.
  • Horned Humanoid
  • Magic Knight: Terrorblade is primarily a physical attacker that also possesses the unique ability to swap HP between himself and another hero with Sunder.
  • Mirror Monster
  • Money Multiplier: Terrorblade is one of the fastest flash-farmers in the game: with Conjure Image (whose illusions deal 60% damage and last for 34 seconds on a 16-second cooldown) and Metamorphosis (which gives him a large boost to base damage, which means illusions also benefit from it), he can farm the jungle and two lanes at once and massively boost his GPM.
  • Names to Run Away from Really Fast: Would you like to deal with someone named "Terrorblade the Demon Marauder"?
  • Power Echoes
  • Power Makes Your Voice Deep: His voice drops a couple of octaves during Metamorphosis. It's quite impressive given that he's voiced by David Sobolov.
  • Power Up Letdown: Terrorblade's Aghanim Scepter upgrade allows him to induce a three-second fear upon activating Metamorphosis which cause enemies flee to their fountain in terror. The problem is twofolds; Firstly, Metamorphosis has such a long cooldown that using it scare away gankers meant that you won't be able to use the form for a long time which means that the enemy could take advantage of this and push to your base with only a weakened carry to defend against them. Secondly, the Fear component could end up saving themselves of a potential death as running away from you means that Terrorblade won't be able to kill them in time with his massive DPS before they are out of his sight. Essentially you literally can't use the upgrade to benefit in any situations, defensive or offensive-wise.
  • Self-Duplication: Conjure Image allows Terrorblade to create a copy of himself.
  • Some Dexterity Required: Terrorblade is a very fast farmer, but you aren't going to achieve it by simply AFK-farming. Successful and efficient farming as Terrorblade requires intensive micromanagement and good map awareness from having three of you all over the map.
  • Spikes of Villainy: Terrorblade's armour is full of spikes.
  • Super Mode: Metamorphosis, which grants him ranged attack and increased base damage (meaning that any illusions he creates of himself in this mode will also benefit from the damage bonus). Incidentally, it has a longer cooldown than his ultimate at all levels.
  • Surprisingly Sudden Death: The Dagon build has him buy the aforementioned item, manfighting a target (preferably using Shadowblade to sneak on them), Sunders when his HP is getting too low... then burst them with Dagon.
  • Throat Light: By default, Terrorblade has a bright blue light emitting from his eyes and mouth, resembling a Ghostly Gape.
  • Vampiric Draining: Terrorblade's ultimate, Sunder, swaps his health percentage with that of the target (with a minimum percentage that must remain after the spell). While it costs a lot of mana at low levels and has a relatively short cast range, it can bring Terrorblade from 1 HP back up to full health almost instantly. It can even be cast on allied heroes, essentially screwing over your teammates for your own good (which, to be fair, is something Terrorblade would do). The only real way for this to be beneficial to a team is if there's an Abaddon, Huskar, Slark, or anyone with a Heart of Tarrasque since Abaddon can simply trigger Borrowed Time, Huskar wants to be at low health to take advantage of Berserker's Blood, Inner Vitality and Life Break, Slark can rapidly regenerate, and anyone with a Heart of Tarrasque has a slower, but still very rapid regeneration.
  • Winged Humanoid: What can be best described as upside-down wings.
  • Wings Do Nothing: Terrorblade never uses his wings for any purpose, opting instead to walk everywhere.

    Jah'rakal, the Troll Warlord 
https://static.tvtropes.org/pmwiki/pub/images/troll_warlord_full_4137.png
Voiced by: Nolan North

The troll race is known for its love of argumentation. They take any opportunity they can to loudly complain about whatever they dislike, belittle others who disagree with them, and generally make themselves insufferable. But although contentiousness is part of a troll's nature, Jah'rakal took abrasiveness to another level. After complaining about his share of loot following a raid, his brothers could no longer tolerate him and banished him from the lair where they resided, leaving him beaten and humiliated. In an act of vengeance, he obtained equipment from a nearby town, which allowed him to return the next day and easily slaughtered his brothers, who were armed with only primitive clubs. He is now the Troll Warlord, a one-man army who would happily pick a fight with anyone who dares defy him.

Troll Warlord is an attack speed based carry who specializes in hitting things at a blinding speed, allowing him to tear apart heroes, Roshan, towers, barracks AND the ancient alike in little to no time. Assuming, of course, that he has the proper item build. Uniquely, he can switch between melee and ranged at will thanks to Berserker's Rage, which lets him switch from ranged to melee and vice versa. In addition, Berserker's Rage gives him a bash chance, attack speed, armor, bonus damage, movement speed and changes his second skill while in melee form. Whirling Axes is a special ability that's effectively two skills in one with separate cooldowns, changing depending on which form he is in. The ranged version of Whirling Axes hurls axes that, upon impact with an enemy unit, damages and slows them. The melee version of Whirling Axes throws out axes that starts whirling around him, inflicting damage and a miss chance to anyone who gets hit by it. Fervor is a passive ability that grants him increased attack speed the more he attacks the same target, but loses it as soon as he changes target. Troll Warlord's ultimate drives him into a Battle Trance, causing him to uncontrollably attack nearby enemies. In this state, he gains a large amount of lifesteal, attack speed, and movement speed while becoming completely unkillable. Though he's not very durable, the miss chance from Whirling Axes, his incredible attack speed and passive bash makes him a very dangerous opponent to engage in 1-on-1 combat, and his ability to shred towers into nothing when given the chance means that his enemies must stay aware of his current position, lest they may suddenly lose a tower while they're distracted. Truly, Troll Warlord is an army of one.

In Dota Underlords, Troll Warlord is a tier 4 hero belonging to the Troll and Warrior alliances. His ability, Fervor, is a passive which grants Troll Warlord a stacking bonus to attack speed with each hit, resetting when he changes his attack target.


  • Adaptation Dye-Job: In the original DotA, Jah'rakal was green, this also rang true in Dota 2 concept artwork and early models. However, the finished release made the Warlord's skin color red.
  • All Trolls Are Different: They live underground in a matriarchy, have long noses, and Four-Fingered Hands. Jah'rakal is the only Troll shown to be red instead of green.
  • Always Chaotic Evil: Trolls are described as a "prickly and contentious race" and the ones in game act as Random Encounters. Troll society still found Jah'rakal too unpleasant to be around and kicked him out. Jah'rakal goes as far as to differentiate his breed of trolls from Shadow Shaman's hill trolls.
    Troll Warlord, killing Shadow Shaman: "The trolls from the hills are barely trolls at all."
  • All the Other Reindeer: The other trolls found him too difficult to deal with.
  • Ascended Meme: Troll Warlord's former ultimate Rampage boosted his attack speed to an ultimate level for a long period of time. This ability was able to give him instant blinding speed and the potential to wipe out five heroes separately, thus, it was the inspiration of the name of a five hero kill by a single hero "Rampage".
  • An Axe to Grind: Can throw or use them as melee weapons.
  • The Berserker: Murderously pissed off is an apt way to describe his general mood. Best exemplified by Battle Trance, which causes him to completely berserk and blindly attack enemies in the general vicinity.
  • Cool Helmet: As can be seen in his portrait.
  • Dual Wielding: Wields a pair of handaxes that he can throw at or strike his enemies with.
  • Dumb Muscle: Troll Warlord has the lowest intelligence growth (a mere 1 point per level, tied with Phantom Assassin) and comes with a pretty weak mana pool. He compensates for it with sheer offensive power and low mana cost for his skills.
  • Even Evil Has Standards: The troll are known for being violent and annoying, but they kicked out Jah'rakal because they find him obnoxious. That really said something when his own lore comments on that.
  • The Fourth Wall Will Not Protect You: If you try to activate an ability that's on cooldown he'll yell at the player; keep trying, and he'll eventually threaten to stab you.
  • Glass Cannon: Troll Warlord can hit insanely fast, hard AND potentially stun lock his enemy should he manage to get enough attack speed, and is one of the few heroes capable of manfighting an equally powerful Ursa. Unfortunately for him, Troll Warlord cannot take a lot of damage and has very few ways to escape should he get in trouble.
  • Hair-Trigger Temper: Moments where Troll Warlord isn't murderously pissed off are rare and few.
  • Hates Everyone Equally: He's practically the Bonecrusher of Dota.
  • Heroic Comedic Sociopath: For some reason he is on the Radiant side, despite threatening, under various circumstances, to kill his allies, the Shopkeeper, and you, the person controlling him. Played for Laughs.
    Troll Warlord, repeatedly being told to use an ability still on cooldown: "Now I'm ready. To stab you."
  • Improbable Use of a Weapon: How he knocks people unconscious with throwing axes is rather inexplicable.
  • Jerkass: One of the most shining examples, to the point that even his kin kicked him out for being too unbearable. Within the game itself, he treats nobody with respect, blames his team whenever he loses, and his "Meeting Ally" lines can basically be summed up as insulting and threatening his own teammates. And when even a huge egomaniac like Invoker has enough decency to thank whoever healed him nicely, Troll Warlord does not thank, he just feels so entitled on being healed and treats the healer like he deserves all of it, or the healer is too slow on healing.
  • More Dakka: Thanks to Fervor and Battle Trance, Troll can easily reach maximum attack speed, allowing him to throw an unending flurry of axes.
  • Multiform Balance: In melee form, Troll Warlord has a shorter base attack time (i.e. he hits faster), bonus armor, increased movement speed, and a chance to ensnare enemies on the spot, in order to offset his loss of attack range.
  • Non Standard Skill Learning: Troll's second ability Whirling Axes is actually two separate skills that level up at the same time, do not share cooldown and each of them can only be used when Berserker's Rage is either active or not.
  • Pointy Ears: As can be seen in his portrait.
  • The Power of Hate: Seemingly how Whirling Axes and Battle Trance work, according to their flavour texts.
    Only axes fueled by hate whirl with such a deadly spin.
    An adrenaline rush of pure hatred quickens your blades.
  • Power Up Letdown: Troll Warlord's Aghanim's Scepter upgrade reduces his Battle Trance cooldown while also allowing him to cast it on other allies or enemies, turning them into a berserked unit just like Troll. That upgrade is already situational enough but what makes it even worse is that he negates the awesome and not-at-all impractical level 25 talent of allowing him to cast his ultimate while completely disabled which literally means that the upgrade is actually detrimental to his ultimate ability as the enemy could easily chain stun him to death without giving Troll any chance to fight back.
  • Red Is Violent: The only troll shown to be red rather than green, and he's murderously pissed off most of the time.
  • Roaring Rampage of Revenge: Pretty much why he seems so angry all the time.
  • Spam Attack: Troll Warlord can hit extremely fast with Fervor, which boosts his attack speed the longer he focuses on a single target.
  • Temporary Blindness: Whirling Axes, if used when Berserker's Rage is active, gives any victim a 60% chance to miss on attacks.
  • To Be a Master: In the original DotA, his motive for fighting was to prove Trolls are the best fighters in the world. In the remake, however, he just wants to kill everyone and everything that's not him.
  • Troll: Some of his quotes jokingly echo the internet forum kind. His race's backstory is a clear parody of the "basement-dwelling internet troll" stereotype.
    Troll Warlord, killing a hero: "You been trolled."
  • Ungrateful Bastard: While most heroes, even the worst thanked whoever healed them, Troll's response? To continue threatening to kill them and laments how late the helper is.
    Troll Warlord (Uses healing item on him): I'm still going to kill you later.
  • Unstoppable Rage: Between the massive speed bonuses, the extra lifesteal, and the fact that it makes him unkillable, fighting Troll while he's in a Battle Trance is not a good idea.
  • What the Hell, Player?: Troll will call you out if you buy Mask of Madness on him: Fervor and Battle Trance, which can bring Troll's attack speed to the cap of 600, renders the bonus attack speed from Mask of Madness redundant, while it also makes him much squishier.
    Troll Warlord, purchasing Mask of Madness: "Mask of Madness? Seriously!?"

    Ulfsaar, the Ursa Warrior 
https://static.tvtropes.org/pmwiki/pub/images/Ursa_5542.png
Voiced by: Fred Tatasciore

Ulfsaar is dedicated to the safety of his pack. Upon learning about the upcoming War of the Ancients, the Ursa Warrior grew worried that the conflict might threaten his tribe. In order to keep his kin safe, he left his homeland, seeking to end the war before it reached his hometurf.

Ursa is a ferocious carry hero who is unmatched in one-on-one engagements. With his Earthshock, Ursa slams the ground, creating a shockwave that damages and slows nearby enemies. This prevents them from fleeing, allowing him to rapidly strike them down with his next skill, Overpower, which grants Ursa a massive boost to his attack speed for his next few attacks. This ability, which allows him to quickly land several blows on his target, synergizes perfectly with his Fury Swipes passive: each of the Ursa's attacks inflicts a stack of Fury Swipes on the target, and inflicts additional damage for each stack. By focusing his attacks on one foe, his damage output can reach ridiculous levels, especially when Ursa activates his ultimate skill: Enrage. This ability sends Ursa into a frenzy, greatly reducing the damage he takes for a short duration while increasing the damage bonus of Fury Swipes, allowing him to finish off his target once it has been weakened. Lone wolves should beware, for those who can survive an ambush by the Ursa Warrior are very rare indeed.

In Artifact, Ursa is a red hero. His Fury Swipes Reactive Ability modifies a unit with -1 Armor when Ursa damages it in battle. Enrage, his signature card, increases a red hero's Attack and Armor by 4 for one round.


  • Absurdly Sharp Claws: Consider that his claws are his main weapons. Now consider that he can tear apart most enemies in seconds.
  • Action Dad: Some of his quotes are directed at "his cubs". One of his dying quotes even begs whoever killed him to spare them.
  • Badass Normal: Ursa doesn't really have anything in the way of magical abilities. Not that he needs any.
  • Battle Aura: The visual effect for Enrage.
  • Bears Are Bad News: For his enemies at least.
  • Beary Friendly: He's one of the friendlier and more upbeat heroes... as long as you're on his side.
  • The Berserker: Ursa's playstyle revolves around getting as close to the enemy as possible, then shred them to pieces with his insane melee physical damage output.
  • Blood Knight
  • Close-Range Combatant: Ursa's kit is based entirely around eviscerating enemies within arm's reach; he lacks any way to hit things beyond melee range. One of his talents mitigates this somewhat by boosting the radius of Earthshock by 600, giving it longer reach than most auras; of course, Ursa still has to catch up with the enemy afterward to do any meaningful damage.
  • Crippling Overspecialization: Ursa is best described as an 'all-DPS carry' - his melee single-target physical damage output is unmatched, but that damage comes at the cost of pretty much everything else: he is extremely vulnerable to kiting due to his very low mobility, he can't flash-farm, and he has little utility outside of the slow from Earthshock.
  • Damage-Increasing Debuff: Fury Swipes allows his attacks to place a debuff so that the next attack deals more damage - and place an additional debuff. Combined with Overpower, this allows Ursa to quickly stack the debuffs to an extent that most of his damage lies from his debuff rather than his base damage.
  • Friend to All Children: Frequently mentions cubs and his apparent desire to protect them.
  • Glowing Eyes of Doom
  • Guttural Growler
  • "Instant Death" Radius: The only way to be able to stand next to a farmed Ursa for more than two seconds and survive without being ethereal is to be on his team.
  • The Juggernaut: Enrage removes all dispellable debuffs from Ursa, and when it's active, he deals a positively frightening amount of damage while shrugging off a large portion of the damage thrown his way, and because he usually carries some form of lifesteal, he'll usually be healing faster than the enemy can bring him down. When he pops his ultimate, the best thing to do is to run. Aghanim's Scepter takes this a step further by allowing Ursa to use Enrage and remove stuns from himself even when he's disabled - and on a much lower cooldown than, say, Black King Bar.
  • Licking the Blade: He's often heard licking the blood off his claws when lasthitting.
  • Magically Inept Fighter: He's just a normal bear with no magical ability whatsoever.
  • Mighty Glacier: Ursa hits extremely hard and fast with a combination of Overpower + Fury Swipes + Enrage, which substantially boosts both his attack damage and attack speed. The tradeoff is that in spite of his effective range (which is zero), he has very low mobility which makes him extremely vulnerable to kiting. Because of this Aghanim's Scepter is a core item on him since it allows him to use Enrage to remove disables from himself on a short 18-second cooldown, making him much less kiteable.
  • More Deadly Than the Male: Some of his voice lines indicate that the females of his species are even stronger and fiercer than him.
  • Natural Weapon: His claws.
  • Obvious Rule Patch: Despite the fact that his Strength stats are greater than his Agility, Ursa is an Agility hero, and for good reason: he was formerly a Strength hero and was utterly broken because of it. Since he has an attack speed steroid in Overpower, attack speed is more or less pointless on him; and he could increase his survivability, base damage, and bonus Enrage (which used to scale with Ursa's current HP) damage simply by stacking Strength items. This meant that an Ursa with a Heart of Tarrasque not only had more HP and significantly more Enrage bonus damage, but also increased base damage, meaning that he could jump on top of enemies with a Blink Dagger and Overpower active and eviscerate them almost instantly.
  • Papa Wolf: Unlike Real Life father bears, he seems to be quite protective of the cubs.
  • Roar Before Beating: Ursa roars when using Overpower and Enrage. The message is clear: "Run or Die". He'll even lampshade this on occasion.
    Ursa: (after killing a hero) "How is it you heard not my warnings?"
  • Screaming Warrior: He's prone to roaring and growling whenever he uses one of his abilities; most other battle sounds can easily drown in his bellowing as he rampages around.
  • Shockwave Stomp: Earthshock.
  • Skill Gate Character:
    • While he's one of the most terrifying heroes to fight in close combat (few carries can manfight him), he is very vulnerable to kiting, making it difficult for him to deal that damage, and at higher skill gameplay he requires heavy team support and is a situational pick at best.
    • Ursa can solo Roshan very early in the game with only a Morbid Mask, so in low-level games where hardly anyone buys wards, he is easily able to enter the Roshan pit, solo kill him and snowball his team with Roshan's bounty, while forcing his enemies to fight 6v5 with the Aegis; even moreso when everyone in your team is just blindly walking around the map chasing for kills instead of taking Roshan (which pub teams usually do not do until late game). However, good players can easily spot Ursa sneaking inside the Rosh pit, kill him and snatch the Aegis.
  • Solo Class: Ursa's great single-target physical damage allows him to solo Roshan very early in the game, with a single Morbid Mask.
  • Spam Attack: His bread-and-butter skill Overpower gives him a sequence of 3-6 very fast melee attacks, with damage increasing after each hit.
  • Status-Buff Dispel: Enrage removes all debuffs from Ursa when cast. With Aghanim's Scepter, it can be used even if Ursa is disabled.
  • Stock Animal Diet: Being a bear, he has an appetite for honey.
    Ursa: (last hitting) "Honey from the comb."
  • Sweet Tooth: If some of his reponses are anything to go by.
    Ursa: (taking a Bounty rune) "Gold and sweet."
  • Top-Heavy Guy: Very much so.
  • Weaksauce Weakness: Even moreso than other melee carries, Ursa is extremely vulnerable to kiting. Because all of his damage is strictly melee, Force Staff, Ghost Scepter, hard disables, slows, purges and blinks can make sure he never gets to deal that damage. Even if he gets close he can still be kited easily with items like Eul's Scepter of Divinity (which allows you to run from him and also disables his Blink Dagger) or Force Staff (which pushes you out of his way). Should he get Black King Bar to stop being disabled, it is kinda wasted on him because he needs both BKB and Blink Dagger to be effective, and since he farms very slowly, if he has those items half the game has passed, and he doesn't scale very well into the late game.
  • When All You Have Is a Hammer...: Ursa's arsenal is relatively limited when compared to other carries and his main method of attacking boils down to firing off all his active abilities simultaneously and trying to right-click down the target within the next two seconds, but he can dish out quite a lot of damage with what he's got.

    Shendelzare, the Vengeful Spirit 
https://static.tvtropes.org/pmwiki/pub/images/Vengeful_Spirit_full_9472.png
Voiced by: Gin Hammond

Shendelzare was a Skywrath princess set to inherit the throne of the Ghastly Eyrie. That is, until her jealous sister betrayed her, sending an assassin after her in order to ensure that she would be the next queen. Shendelzare escaped with her life, but this came at a great cost: her wings were crippled in the attack, and she would never be able to fly again. Not only did this ostracize her from Skywrath society, it also made revenge impossible as her sister hid in the highest points of the Eyrie which are only accessible by flight. Desiring vengeance more than anything, Shendelzare sacrificed her physical form to the goddess Scree'auk, turning herself into a spiritual being driven purely by revenge.

The Vengeful Spirit is a versatile hero generally played as a support thanks to her powerful and versatile spells that can disrupt her foes' positioning while increasing her allies' damage. Her first spell, Magic Missile is a simple single-target nuke that also inflicts a good stun, making it a powerful tool for killing enemies or holding them in place. With her second spell, Wave of Terror, Vengeful Spirit unleashes a powerful scream which deals minor pure damage to enemies in a line and temporarily reduces their armor, and also grants vision. Though the damage is rather weak, the armor reduction makes up for this as her allies will be able to deal much more damage to the debuffed targets. She can then boost their offense even further with Vengeance Aura, a passive ability which buffs the attack damage of allies around her. If Vengeful Spirit dies, this ability will also allow her to linger on the battlefield as a Vengeance Illusion until she respawns; when equipped with Aghanim's Scepter, the illusion can even use her spells (but not items). Her ultimate ability, Nether Swap, instantly swaps the position of Vengeful Spirit and a target hero. Intelligent use of Nether Swap is vital to the play of Vengeful Spirit, as it can either isolate an enemy hero or save an ally, and since it can hold up to two charges, she can also make daring escapes or reposition allies to follow up. However, throwing herself into the middle of the enemy team means that Vengeful Spirit's survival is rarely a guarantee. Not that she minds, as to Shendelzare, death is a small price to pay for destroying her enemies.


  • Absolute Cleavage
  • Action Girl
  • Amicable Exes: She gets along well enough with Skywrath Mage if they're on the same team, although the same thing can't be said if they're on opposite teams.
  • Armor-Piercing Attack:
    • Since it deals pure damage and pierces spell immunity, absolutely nothing can protect a hero from Wave of Terror.
    • Her ultimate Nether Swap completely pierces spell immunity, allowing it to be used to interrupt spell-immune enemies (one of the very few spells capable of doing so on a low cooldown).
    • One of her talents allows Magic Missile to pierce through spell immunity.
  • Art Evolution: Her model and art were slightly updated to match the more up-to-date design for the Skywrath race as a whole. Unsurprisingly, this coincided with the release of the game's other hero of the same race, the Skywrath Mage. But even before then, she's had her character model improved, as a previous version of her wore a mask.
  • The Artifact: The icon for her Vengeance Aura is a red mask, which she wore in a previous version.
  • Bare Your Midriff: Her outfit doesn't cover her belly.
  • Broken Angel
  • Broken Bird: Figuratively and literally. On the literal side, she's a Skywrath, a race of winged humanoids. On the figurative side, she was a proud woman until her sister hired an assassin to kill her, and Shendel's wings were lost. This is one of the most traumatic things than can happen to a Skywrath, causing her to devote herself to revenge.
  • Brown Note: Wave of Terror deals a small amount of damage to targets, and decreases their armor by a substantial amount for a period of time.
  • Cain and Abel: The Abel to her sister's Cain.
  • Damage-Increasing Debuff: Wave of Terror reduces the armour of its targets, making it a good skill to take Roshan early in the game, especially when combined with a Medallion of Courage.
  • Dark and Troubled Past: Read those lores above? Good, that just spells how shitty Shendelzare's life became in the past to the point she became Vengeful Spirit.
  • Dark Is Not Evil
  • Defog of War: Wave of Terror is often used to scout important areas like narrow paths or the Roshan pit.
  • Energy Beings: After she surrendered her body for a form of spirit energy.
  • Field Power Effect: Vengeance Aura increases the base damage of all nearby allies by a certain percentage. Early game it's not very powerful, but by late game it can add a large amount of damage to your carry's damage output.
  • Four-Fingered Hands
  • Glowing Eyes
  • Heroic Sacrifice: Nether Swap can bring an enemy surrounded by his team to yours or bring a focused ally into safety. Of course, this sends you right into the middle of the enemy team. However, since Vengeful Spirit is often played as a hard position 5 support and also has the potential to secure post-mortem kills with Vengeance Aura, this 'feed to win' swapping style is not often a big deal and even encouraged. Downplayed with the buff to Nether Swap that gives it two charges, allowing Vengeful Spirit to potentially swap out after dragging an enemy into her team. Preferably with your team's initiator.
  • Hoist by His Own Petard: Usage of Nether Swap must be considered carefully, since swapping enemy Heroes that want to get closer to your team (such as Magnus, Earthshaker and Tidehunter) can effectively give them a free initiation, completely turning the tables.
  • I Am the Noun: Several variations of "I am Vengeance." in her beginning-of-match quotes.
  • Impossibly Cool Clothes: How does Vengeful Spirit's clothing even work? In real life, the 'shirt' would drop off to the sides instantly.
  • Jack-of-All-Stats: Vengeful Spirit is usually played as a hard support, using her skills to set up kills, bolster allies' damage, and occasionally initiate fights. These same tools along with her relatively high stat growth allow her to also function as a semi-carry, taking advantage of her own lockdown and damage buffs to quickly pick off enemies.
  • Love Interest: Of Dragonus, the Skywrath Mage. As allies, it seems that Shendelzare still held feelings with him, asking about how he fared in Skywrath. As enemies, however, Shendelzare considered Dragonus still having his wing a treachery she'll never forgive. It's weird.
  • Ms. Fanservice: Let's see: Shapely figure? Check. Wardrobe to emphasize it? Check. Attractive accent? Check. Dark and Troubled Past? Double check.
  • Non-Mammalian Hair: Despite being a Skywrath (a race of avian humanoids), she has hair.
  • Non-Mammalian Mammaries: Also has breasts like a human.
  • Not Afraid to Die: As mentioned under Heroic Sacrifice, Vengeful Spirit players have to be willing to put their lives on the line with Nether Swap to initiate teamfights and save allies. Lore-wise, Vengeful Spirit herself is implied to be this.
    Flavor Text of Nether Swap: Martyrdom is a small price to pay for vengeance.
  • Only Mostly Dead: If Vengeful Spirit is killed, Vengeance Aura spawns an illusion of her that still deals full damage and lasts until either it is destroyed or Vengeful Spirit respawns. Upgrading it with Aghanim's Scepter allows the illusion to cast spells as well, meaning that killing her the first time has minimal impact.
  • Our Spirits Are Different
  • Power Glows: Her hair and eyes.
  • Red Eyes, Take Warning
  • Revenge: The dreadful emotion within her.
  • Rings of Death: With some cosmetic items.
  • Roaring Rampage of Revenge
  • Schmuck Bait: If she gets her hands on a scepter, it becomes literally counter-intuitive to kill her early in a fight. Unless you can kill her again just as quickly, now she's back as an illusion who suddenly has no reason to fear death with a skill whose only disadvantage is that it usually gets her killed...
  • Stripperiffic: She only wears a loincloth and a top that shows her entire cleavage and midriff.
  • Taking You with Me: Vengeance Aura lets heroes linger as invulnerable ghosts that deal full damage after death that uncontrollably attacks the hero that killed them, letting them potentially avenge themselves.
  • The Unintelligible: In the earlier versions of DotA, she did nothing but growl and snarl when selected. Later versions finally gave her actual speaking lines.
  • Winged Humanoid: The Skywrath are a race of them. Shendel, however, lost her wings.
  • Wings Do Nothing: Several of her cosmetic sets include wings, but these are purely decorative rather than functional replacements.
  • Woobie, Destroyer of Worlds

    Lesale Deathbringer, the Venomancer 
https://static.tvtropes.org/pmwiki/pub/images/venomancer_17.png
Voiced by: Dave Fennoy

Lesale was once a herbalist who, seeking rare ingredients, ventured into the terrifying Acid Jungles of Jidi Isle, a dangerous biome where every organism secretes some kind of deadly venom. It was not long before he was stung by a hidden reptilian creature, and Lesale started to succumb to the venom. With what strength he had left, he crafted an antidote from the reptile's venom and the nectar of an armored orchid and injected it into himself before falling into a 17-year long coma. As he slept, his body began to mutate, his human features began to fuse with those of the reptile and flower used to make his antidote, and once he awoke he was now a new creature: the Deathbringer, the most venomous being on the entire island. After proving his dominance over the predators of the region, whatever remained of his humanity pushed him to escape from Jidi Isle and spread his venom to the whole world.

Venomancer is a hero known and feared for his abilities which inflict large amounts of slow and damage over time. Venomous Gale is a ground-targeted projectile which poisons all enemies it passes through: affected enemies are slowed by 50% for a whopping 15 second duration (movement speed is gradually restored over this time) and take large amounts of damage over time. Poison Sting passively adds a poison to Venomancer's attacks, slowing them and inflicting damage over time. Are you seeing a pattern here? Plague Ward summons an immobile unit which attacks any target in range, inflicting them with a weaker version of Venomancer's Poison Sting. This is a highly versatile spell useful for granting vision on important areas, harassing enemies from a distance, or pushing down towers. Poison Nova, his ultimate ability, spreads a large cloud of toxic gas around the Venomancer, inflicting huge amounts of damage over time: although this damage will not reduce an enemy's health below one, his other toxins will easily finish the job. Although the Venomancer may not deal much up-front damage, the slow burn of his venoms and poisons will gradually wear down his foes and leave them weak enough for his teammates to finish the job.

In Artifact, Venomancer is a blue hero. He has the Passive Ability Venomous Nature, which summons a Plague Ward creep into his lane during each deployment phase. His signature card, Sow Venom, is a spell which summons two Plague Wards. Plague Wards are a creep which deal 2 piercing damage to a random enemy neighbor before the action phase.

In Dota Underlords, Venomancer is a tier 3 hero belonging to the Savage and Warlock alliances. His ability, Plague Ward, summons a ward which attacks foes.


  • Art Evolution: Venomancer's prior model was more reminiscent of an inchworm (and highly resembled a Hydralisk) or to some, a Banana, and was changed to closely resemble a cobra.
  • Ascended Meme: Venomancer's old model was often compared to a banana. Although it was changed, the Winter 2016 Battle Pass includes a taunt called "Bananadancer" where Venomancer dances while bananas appear around him.
  • Black Mage: All of his abilities are centred around slowing and dealing damage over time to enemy heroes.
  • Deadly Gas: The projectiles of Venomous Gale and Poison Nova.
  • Death of a Thousand Cuts: All of his spells used in conjunction will slow the enemy to a crawl while taking periodic damage, meaning that his allies can easily whale on them while they're disabled — and even if they manage to escape, they'll likely die from his persistent poison damage.
  • Defog of War: Because Plague Wards persist for a time after casting, they can be used as pseudo Observer Wards, spotting out enemy movements as long as they're up. Additionally, they have an extremely low cooldown and can block movement, so they can be cast on the other side of a treeline for tactical vision, and placed in juke paths to block off enemies who are trying to pursue or escape.
  • Disc-One Nuke: Venomous Gale is widely regarded as one of the best level 1 ganking spells in the game, and will almost always secure a kill in the early game if you have an attentive lanemate(s) and good timing. It remains extremely strong into the late game, when it becomes a handy counterpushing and teamfight utility.
  • Elemental Embodiment: Stated in the backstory of Plague Ward:
    A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague.
  • Emergency Transformation: His backstory.
  • From Nobody to Nightmare: He was once a simple herbalist, but accidentally transformed himself into a poisonous monster.
  • Garden of Evil: The Acid Jungles of Jidi Isle.
  • Gradual Grinder: Unlike most nukers, his spells have very little initial damage, but deal huge amounts of damage over time while slowing their targets.
  • HP to 1: Poison Nova cannot bring afflicted units below 1 HP. However, a well-positioned Venomancer can easily follow up with Venomous Gale and Poison Sting to finish off his prey.
  • Luke Nounverber: His name, Lesale Deathbringer.
  • Meaningful Name: "Le sale" is French for "the dirty one".
  • Mechanically Unusual Class: Venomancer plays more like an Intelligence nuker than a typical Agility hero.
  • Names to Run Away from Really Fast
  • Nature Hero: A villainous example; he uses various poisons and toxins in nature as ingredients for his spells.
  • Omnicidal Maniac: He tries to be one, if his dying quote is anything to go by.
    Venomancer (dying): I only wanted to kill... everyone.
  • Poison Is Corrosive: The icon for Poison Sting.
  • Poison Is Evil
  • Poisonous Person: The title "Venomancer" should be a pretty big tipoff.
  • Projectile Spell: Venomous Gale can't be aimed at a precise target, but any unit it passes through (including creeps) before dissolving will feel its effect.
  • Red Eyes, Take Warning
  • Reptiles Are Abhorrent
  • Rip Van Winkle: He was in a coma for seventeen years.
  • The Rival: Lesale doesn't get along very well with fellow venomous hero Viper. They just have 'kill rival' quotes to each other.
  • Self-Deprecation: Venomancer's rare quote refers himself as just a minor inconvenience in the Acid Jungles of Jidi Isle, while his lore says that he's one of the most powerful and venomous creatures there.
  • Snake People: His design resembles a cobra.
  • Snakes Are Sinister: The Emergency Transformation that turned him into his current snake-like form also did a number on his sanity.
  • Squishy Wizard: As an Agility hero, he's not quite as frail as some other nuke-based supports, but his fairly low strength growth and low HP leave a lot to be desired.
  • Standard Status Effects: All of Venomancer's abilities revolve around using poison to deal damage over time and applying slow debuffs.
  • Taking You with Me: All of Venomancer's skills deal large amounts of damage over time, meaning that it's quite likely that whoever kills Lesale in a one-on-one fight will die shortly afterwards from gradual poison damage. The YOLO initiator Venomancer build takes advantage of this: blink into a group of enemies, pop both Poison Nova and Venomous Gale, then activate Veil of Discord. You'll die extremely quickly... before getting a triple kill several seconds later.
  • Technicolor Toxin
  • The Turret Master: His third skill, Plague Ward, creates wards that act like ranged turrets in pushes or teamfights. They can also apply half of Poison Sting's effects on any enemy that they hit, although it won't stack with that of Venomancer's own attacks (only Venomancer's Poison Sting will take effect if both debuffs are active on a target).
  • Was Once a Man: He used to be Lesale, a simple herbalist, unlucky enough to get bitten by a venomous creature and in desperation created an antidote that ends up turning him into a monstrosity and destroyed his humanity.
  • Whatever Mancy
  • You Are Already Dead: At high levels, Poison Nova deals an absurd amount of damage over time. If combined with Venomancer's other abilities, it is possible to kill an enemy long after they disengage from a teamfight, or even if they teleport into their fountain (the spells can literally deal more damage than the fountain can heal).

    Viper, the Netherdrake 
https://static.tvtropes.org/pmwiki/pub/images/viper.png
Voiced by: Tony Todd

For aeons, the Netherdrakes had been sealed in the caverns of the Nether Reach by tectonic upsets. When Viper was captured by a sadistic wizard who sought to tame him, he was brought to the surface world, a rare event in the history of his species. Viper feigned obedience in order to secretly study the wizard's magic, but upon understanding that his spells are no match for his natural venom, he used acid to break free from his cage and brutally slay his captor before fleeing, ready to claim his stake over the world as its master.

Viper the Netherdrake is a ranged agility Hero who can function as an excellent ganker and carry and is infamous for pumping out gallons of corrosive venom that slowly or not-so-slowly wear down enemies. Viper possesses the most bread-and-butter of all bread-and-butter skills in Posion Attack. In exchange for a small amount of mana on each attack, Viper can sling globs of venom instead of his normal attacks. This venom applies a moderate movement and attack speed slow to targets while also inflicting damage over time. The lower the afflicted enemy's health is, the more damage the poison deals, making Viper adept at finishing fights. Meanwhile, Nethertoxin has Viper spit out a globe of poison that forms a pool at a target location. Enemies standing in the pool lose magic resistance and take damage over time, while also having their passive abilities disabled. Third, Corrosive Skin bolsters Viper's magic resistance while also causing any damage from within a range around him to be answered with a splash of acid on the offending enemy, damaging them and slowing their attack speed. Viper's ultimate ability, Viper Strike, has him rear up his wings before injecting a huge amount of poison into the unfortunate target, inflicting a heavy damage over time effect and massively slowing their attack and movement speed for a short duration.

In Artifact, Viper is a green hero. His Corrosive Skin Reactive Ability modifies an unit with -1 Attack when it deals battle damage to Viper, and its signature card, Viper Strike, is a spell which causes a unit to take 2 piercing damage per turn until it dies.

In Dota Underlords, Viper is a tier 3 hero belonging to the Dragon and Assassin alliances. His ability, Viper Strike, slows an enemy and deals heavy damage over time. His Dragon alliance bonus unlocks Corrosive Skin, which slows and damages foes who damage him while increasing his magic resistance.


  • Achilles' Heel: His abilities are countered by spell immunity. Viper Strike is a partial exception as its slow debuff passes through it, but due to the magic-typing of the spell, it cannot deal damage over time.
  • Acrophobic Bird: Can somehow get stuck on cliffs despite flying constantly.
  • Anti-Magic: Corrosive Skin gives Viper a small boost to his magic resistance. At level 25, he has an option to gain a talent that silences enemies if they stand on his Nethertoxin.
  • Art Evolution: He received a remodel in Patch 7.00.
  • Boring Yet Practical: All he does is hit the enemy with Viper Strike, then spew out auto-attacks until they die (and maybe splash Nethertoxin on them). Nevertheless he's an incredibly powerful lane dominating hero, good last hitter and a nightmare in ganks.
  • Breath Weapon: Viper attacks by spewing poison from his mouth.
  • Counter Attack: Corrosive Skin poisons any nearby hero that deals damage to Viper.
  • Crutch Character: Unusually for an Agility right-clicker, Viper doesn't scale very well into the late game as all of his damage numbers are static and he lacks a true attack buff. He's extremely good at harassing in lane early on and getting picks well into the mid-game, but if the game goes late, his damage output falls off compared to an actual hard carry.
  • Death of a Thousand Cuts: Viper's skillset revolves around dealing as much damage-over-time as possible with all his spells.
  • Department of Redundancy Department:
  • Extra Eyes: Formerly had four eyes, but his remodel changed it to two.
  • Glass Cannon: Viper is capable of dishing out constant gradual damage, but his low HP, armour, movement speed and lack of escapes make him easy prey for enemy roaming supports in the earliest stage of the game.
  • Gradual Grinder: Viper's right-clicks are not very powerful compared to other carries, but he makes up with the damage-over-time from all his skills, which, early-mid game, can easily reach or even exceed the damage of most other carries.
  • Mighty Glacier: Corrosive Skin, which gives magic resistance and slows any attacking enemy, and his tendency to buy a few durability items make Viper much less squishy in the mid-game, where he exceeds, although he's still far from the most mobile heroes in the game.
  • Our Dragons Are Different: He doesn't look much like a traditional dragon, and more like a snake with bat-like wings.
  • Percent Damage Attack: Inverted with Poison Attack, which deals more and more damage as the target's health slips below certain thresholds.
  • Pet Monstrosity: According to Pugna, he was one to him for a time being. Viper begs to differ.
  • Poison Is Corrosive: Corrosive Skin.
  • Poison Is Evil
  • Poisonous Person: Viper's entire kit is based around the various toxins he produces.
  • Power Nullifier: Nethertoxin Breaks enemies in its area of effect, disabling their passive abilities. He can upgrade it with a talent to Silence enemies as well.
  • The Rival: To fellow poisonous hero Venomancer. Also to Pugna who claims to have kept him as a pet.
  • Running Gag: "Holy shit it's Viper!". Viper's variation on the line?
  • Sickly Green Glow: The main colour scheme of Viper and all of his skills.
  • Simple, yet Awesome: Pre-rework, Viper made Wraith King look advanced in comparison, having a long cooldown ultimate as his only real active, with the other being an auto-cast ability. And unlike Wraith King, he's ranged, making positioning far less important. Regardless, he is one of the strongest laners in the game, able to win the mid lane against almost all other heroes. After the rework, his kit is still fairly easy to use even with the conversion of Nethertoxin into an active ability.
  • Snakes Are Sinister: He's named "Viper" and is very snake-like in appearance, especially after his remodel. At the very least, he's a vicious predator, but he seems to take far too much pleasure in poisoning people to death.
  • Standard Status Effects: Viper's abilities are themed around slows and damage-over-time from poison, much like Venomancer. The main difference between them is that Viper's poisons are short-lasting but potent.
  • Technicolor Toxin: Green, like almost all poisons in the game.
  • Unskilled, but Strong: There's no complex mechanics or advanced techniques in his play style, but he's more than powerful enough throughout the game to not need any.
  • Weaksauce Weakness: He is hard countered by TP scrolls, an essential item for all heroes: he can neither interrupt the TP nor burst down most heroes before the TP finishes channelling.
  • Wings Do Nothing: While he does fly with them, this makes absolutely no difference, as he's still limited the same way every other hero is.

    Skitskurr, the Weaver 
https://static.tvtropes.org/pmwiki/pub/images/Weaver_4165.png
Voiced by: David Scully

From outside of time and space, the Weavers maintain the fabric of reality itself. One Weaver, named Skitskurr, was tasked with taking care of one specific patch of the universe, but this job proved to be unsatisfying: rather than simply repairing the world, he wanted to exercise his creativity. As Skitskurr made more and more changes to the world, his actions drew the attention of other Weavers, who cut him off from the rest of the universe, isolated in the world he was supposed to protect. Rejected by his kind, yet freed of their burden, Skitskurr is ready to create his own reality, using our world for materials.

Weaver is an elusive hero who weaves in and out of fights, harassing foes while deftly evading any attempt at killing him. His first spell, The Swarm, summons a large wave of bugs to attack enemies and latch on to them. Once attached to a foe, the swarm's bugs will inflict damage over time and lower armor until they are killed. Weaver's second spell is Shukuchi: this ability, useful for both chasing foes and escaping them, causes him to turn invisible while raising his movement speed to the maximum value possible and damaging any enemy he passes by. Geminate Attack, Weaver's third skill, causes him to launch a second attack immediately after his first, effectively doubling his damage every time it comes off cooldown. Weaver's ultimate ability is Time Lapse: this spell causes his health, mana, and position to be set to what they were five seconds ago, allowing him to remove himself from an unfavorable fight or undo burst damage that fails to kill him. Although his health and armor are quite weak, don't think this makes him an easy kill: his abilities allow him to remove himself from unfavorable fights, making him one hard bug to squash.


  • Achilles' Heel:
    • While Weaver is a very hard Hero to kill, he is quite weak if he's silenced or chain-stunned by the entire enemy team.
    • In particular, area-of-effect silences that don't break his Linken's Sphere can ensure that he cannot cast Shukuchi or Time Lapse to escape if it's cast as an initiating spell, giving the enemy team enough time to stack more disables on him.
    • One little-known feature of Time Lapse is that even though it restores mana to a previous state, it still costs mana to cast up until Weaver reaches level 18. As Weaver has very bad Intelligence gain, it is possible to drain Weaver's mana down to a point where he cannot cast Time Lapse (until he reaches level 18, and even then not having mana to cast Shukuchi can be a death sentence), so Weaver players have to manage their mana extremely carefully.
    • Simply bursting him down before he can react works just as well, tearing him down with high-damage nukes like Laguna Blade or using massive critical damage from certain carries can kill him before he can react.
  • Adaptation Species Change: In the original DotA Weaver was called Anub'seran the Nerubian Weaver. However, this had to be changed because Nerubians are owned by Blizzard.
  • Anti Escape Mechanism: With The Swarm providing vision on his targets and Shukuchi to chase after them with maximum speed, it's very difficult to run away from a good Weaver.
  • Apocalypse How: His goal is to bring about a Class X-4 and then rebuild it in his own image.
  • Big Creepy-Crawlies: A human-sized cockroach-like creature, fittingly enough.
  • Clock Roaches: Skitskurr was something close to this until he decided to mess with what he is suppose to protect so guardians removed him from it.
  • Confusion Fu: Shukuchi turns Weaver invisible and boosts his movement speed to the cap and Time Lapse lets him travel back to a position he was a while ago, making him very unpredictable and hard to catch.
  • Four-Legged Insect: A bit of a subversion since he has six but stands only on four.
  • Fragile Speedster: While his base speed is quite low, Shukuchi lets him move at maximum speed while invisible, allowing for quick getaways. However he is extremely fragile and easily killed if focused down by the entire enemy team.
  • Glass Cannon: A combination of The Swarm and Geminate Attack means that a Weaver who builds enough damage items can bring down enemies quite easily. However, as the only defensive item he builds is often a Linken's Sphere, he has to rely on smart use of Shukuchi and Time Lapse in order to avoid dying.
  • Gratuitous Japanese: Shukuchi
  • Hit-and-Run Tactics: The nature of Weaver's kit and his innate squishiness make him ill-suited for prolonged fights. Instead, he excels at weaving in and out of battle, using Geminate Attack to poke at enemies and then retreating with Shukuchi or using Time Lapse to get out of sticky situations.
  • Insectoid Aliens: Skitskurr himself.
  • Invisibility: Shukuchi makes Weaver temporarily invisible.
  • Magikarp Power: Weaver has terrible attributes all around, needs mana to stay mobile, and relies on his right-click for damage. As a result, he needs quite a bit of farm to start contributing to fights, but once he gets that farm (most importantly a Linken's Sphere), he becomes a slippery, heavy-hitting menace that can pick apart enemies while avoiding all retaliation.
  • Mana Burn: Weaver has a level 10 talent which causes his attacks to burn the target's mana and deal damage based on the burned mana.
  • Omnicidal Maniac: With his target being remaking reality itself.
  • Piñata Enemy: Beetles summoned by The Swarm have around 32-34 bounty each. Careless use of The Swarm can thus easily provide free farm for enemy heroes.
  • Reality Warper: He can re-make entire facets of reality at will. In-game, however, it's largely limited to time manipulation with Geminate Attack and Time Lapse.
  • Set Right What Once Went Wrong: With Time Lapse, Weaver can regain lost HP, mana and most importantly positioning if things go wrong.
  • Shout-Out: The icon for Time Lapse is reminiscent of the icon for the movie Alien. You know, the one starring Sigourney Weaver?
  • Spell Blade: Geminate Attack doubles Weaver's attack once every several seconds.
  • Starfish Aliens: The 'bugs' summoned by The Swarm don't look like any real animal at all.
  • Super Speed: When using Shukuchi, Weaver can move at the maximum speed of 550, or 750 with the appropriate level 25 talent.
  • The Swarm: The name of his first skill, which summons one to attach to enemies and deal damage over time.
  • Time Master: Geminate Attack doubles Weaver's attack by manipulating time, forcing the victim to witness and feel it twice, while Time Lapse warps him to what he was 5 seconds backwards, both position, health and mana.
  • Weak, but Skilled: Weaver has horrible starting Agility, weak starting armour, small attack range and below average movement speed, but makes up with his very powerful kit that makes him incredibly mobile, excellent at chasing and impossible to pin down without chain disables.
  • Why Won't You Die?: The best example in the game, Weaver is notorious for being nearly impossible to pin down and kill unless chain-stunned and focused down by the entire team. If you initiate on him, he simply uses Shukuchi and runs away before you can disable him. If you manage to stun him, you need to make sure to have detection so that he can't simply Shukuchi away while you're trying to kill him. And even if you silence him and prevent him from using Shukuchi, you need to make sure that he's silenced or stunned to the very end, or else he'll use Time Lapse to instantly restore all the health he lost in the last 5 seconds, remove most of the debuffs placed on him, and be in a different position where he can easily Shukuchi away. It gets even worse if he has Linken's Sphere, which negates the very first targeted spell you try to cast, which is often your stun, giving him more than enough warning to cast Shukuchi and run away.
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