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Characters / Dota 2 Intelligence A To M

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This is part of the character sheet for Dota 2. This page contains the Intelligence heroes that begins with the letter A to M. Please note that this is sorted not by their real names, but their most common moniker, which will be bolded in the folder.

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


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    Kaldr, the Ancient Apparition 
https://static.tvtropes.org/pmwiki/pub/images/Ancient_Apparition_354.png
Voiced by: John Patrick Lowrie

Kaldr, the Ancient Apparition, is the embodiment of entropy. He has always been, and always will be. As the universe grows older, Kaldr grows stronger, until the end comes and he can reclaim his true form.

The Ancient Apparition is a support hero who can severely disrupt his enemies with his powerful abilities. His first spell is Cold Feet, which deals damage over time to an enemy; additionally, should the target fail to travel a certain distance before the effect wears off, they will be afflicted with a lengthy stun. Attempts to travel far enough to remove Cold Feet can be hindered by Ancient Apparition's Ice Vortex, which creates a long-lasting circular area in which enemies move slower and have their magic resistance reduced, allowing himself and other allied spellcasters to inflict much more damage on affected enemies. While these abilities are supportive in nature, Ancient Apparition himself is far from harmless, as he can enchant his attack with a Chilling Touch that extends its range and causes it to deal a burst of magic damage alongside a brief but heavy slow. Finally, the Ancient Apparition's main claim to fame is Ice Blast: this powerful ultimate ability sends forth a tracer projectile which travels in a straight line. When it reaches the location Ancient Apparition wants to target, re-casting the spell will launch the real projectile, which explodes upon reaching the targeted area. Enemies in the area of effect take damage over time, but most importantly become unable to increase their HP by any means. Should their health fall below a certain radius, they will instantly shatter and die. Enemies who rely greatly on healing, through regeneration or life-stealing, should fear and respect this ability as it has infinite range.


  • Alliterative Name: Ancient Apparition.
  • Anthropomorphic Personification: He is the vaguely humanoid embodiment of the heat death of the universe.
  • Anti-Regeneration: Ice Blast is one of only two abilities in the game (the other being Spirit Vessel's Soul Release) that negatively affects an enemy's health regeneration and healing. In this case, it stops them from restoring health entirely.
  • Art Evolution: The 7.07 patch gives him new model and ambient effects.
  • Bishōnen: His low violence model's face is quite handsome, inexplicably.
  • Black Mage: All of his spells either deal damage, increase damage taken by enemies, or allow his allies to deal more damage.
  • Blow You Away: In their descriptions, Ice Vortex and Chilling Touch are both described to manipulate frigid winds.
  • Damage-Increasing Debuff: Any enemies caught in an Ice Vortex receive increased magical damage.
  • Defog of War: Ice Vortex temporarily reveals the area around it.
  • Difficult, but Awesome: Ice Blast has a global range, and its area of effect becomes bigger the further it travels. Skillful use of this spell can allow Ancient Apparition to contribute to teamfights from the other side of the map, but this requires considerable prediction skills as one must first target the area with a tracer projectile before launching the real attack.
  • Eldritch Abomination: Or rather the projection of such a horror.
  • Elemental Embodiment: Of ice and entropy.
  • Evil Is Deathly Cold: He's the Anthropomorphic Personification of the heat death of the universe. You do not get a much more literal example of this trope than Kaldr.
  • Evil Sounds Deep
  • Fighting a Shadow: It's stated in his backstory that Ancient Apparition is only an image of the true, eternal Kaldr.
  • Finishing Move: His ultimate instakills enemies at low HP.
  • Fixed Damage Attack: Ice Blast is this, in effect. Because hitting an enemy with the ball will cause them to instantly die if they fall below 10% of their HP, the debuff effectively removes 10% of an enemy hero's maximum HP for the duration of the debuff, without factoring in the blast itself or the damage over time.
  • Ghostly Chill: The embodiment of the heat death of the universe takes the form of a ghost-like creature.
  • Gradual Grinder: While his skills don't seem very damaging, the total amount of damage dealt indirectly through buffs easily goes into 4-digit numbers. Chilling Touch alone has the potential to deal over 2000 damage, and the anti-healing debuff from Ice Blast removes a lot of potential health that could be gained with regeneration, healing and lifesteal.
  • Harmless Freezing: While Cold Feet does deal damage, it's so insignificant that it's never used as a nuke.
  • Healing Factor: One of Ancient Apparition's level 15 talents gives him a very significant bonus of 20 to his HP regeneration.
  • Human Popsicle: Victims of Cold Feet are frozen solid, with icicles protruding from the ice.
  • An Ice Person: All of Kaldr's abilities are ice-based in some way.
  • Ineffectual Loner: Ancient Apparition's skills don't work very well without allies: Cold Feet is useless without a setup since enemies can simply run away from it, Ice Vortex is most useful when paired with allies who can benefit from its magical damage amplification, while Ice Blast, in spite of its very high damage, needs to be followed up with more burst to guarantee that its target falls below the shatter threshold, which AA lacks.
  • Lead the Target: Ice Blast requires leading the target, stopping the projectile marker at a certain point, and then waiting for the real projectile to arrive and hit. While difficult to land, it's exceptionally powerful when it hits, easily turning around the outcome of a fight. Firing it from a long range also increases its area of effect up to a whole screen.
  • Literally Shattered Lives: The final effect of his ultimate: if someone affected by Ice Blast falls below a certain percentage of their maximum health, they will shatter and die instantly.
  • Meaningful Name: His name is Norse for "cold".
  • Power Floats
  • Power Nullifier: Ice Blast is infamous as the only spell in the game that prevents the enemy from gaining HP through healing for the duration of the debuff. This counters any direct healing (whether from items like Magic Wand and Mekansm, or abilities like Voodoo Restoration and Purification), stat changing (switching your Power Treads, toggling Armlet of Mordiggian), and even the fountain. The only ways to stop the HP loss are with spell immunity (which only temporarily stops the damage over time but cannot remove the debuff), invulnerability and banish (which also only nullifies the damage over time), Borrowed Time (during which Abaddon will not gain any HP either), damage shields (such as Aphotic Shield and Flame Guard), all of which are only temporary measures used to wait out the debuff. Only Weaver's Time Lapse and Terrorblade's Sunder allow you to actually increase your HP while under the effects of the debuff.
  • Red Eyes, Take Warning: The Shatterblast Crown Immortal item makes Kaldr's eyes glow red.
  • Sealed Evil in a Can
  • Sentient Cosmic Force: Kaldr is the manifestation of entropy.
  • Soft-Spoken Sadist: Unlike many other heroes in the game who verge on being Large Hams, Kaldr is surprisingly reserved in both tone and voice. He never yells, and his voice is soft and deep.
  • Spell Blade: Chilling Touch grants allied heroes in an area bonus magical damage for a set amount of attacks.
  • Squishy Wizard: The massive damage his ultimate deals, both directly and indirectly, can be a team-wide death sentence, and his other abilities can make the enemy's life hell if his teammates can follow up. This is offset by his pitiful Strength gain and lack of a reliable disable or escape ability, meaning Kaldr tends to melt very quickly if he comes under fire.
  • Standard Status Effects: Cold Feet freezes slow or unaware enemies that don't leave its radius.
  • Time Abyss: So ancient that the Fundamentals of the Universe consider him old.
  • You Are Already Dead: Getting frozen by Ice Blast prevents one's HP from going up from any source, whether it be natural regeneration, healing spells, or increasing your maximum HP, and deals damage over time, making survival of low-HP units impossible without spell immunity or Dazzle's Shallow Grave.

    Atropos, the Bane Elemental 
https://static.tvtropes.org/pmwiki/pub/images/Bane_7280.png
Voiced by: David Scully

Atropos was born from the nightmares of the goddess Nyctasha. The terrifying visions she saw in her sleep were powerful enough to obtain a life of their own, and so the Bane Elemental was created. Crafting a body from the goddess' blood, Atropos became fear incarnate, knowing the greatest fears of gods and mortals alike.

Atropos the Bane Elemental, otherwise known as Bane, is an incredibly powerful disabler generally played as a support, with a repertoire of debilitating spells allowing him to cripple multiple enemy heroes with ease. Enfeeble places a debuff on the target that drastically reduces its attack speed while making them more susceptible to other debuffs, severely hindering enemies that rely on their attacks. Brain Sap is a pure damage nuke that drains the enemy's health and gives it to Bane, making him a powerful harasser who can trade blows quite well. Nightmare puts the target into a fitful slumber, leaving it completely at the mercy of Bane and his allies. However, the target is briefly made invulnerable, and should anyone other than Bane attack the target, it will be woken up and the Nightmare transferred to the attacker. Not only can this spell be cast on both allies and enemies, but Bane can end the Nightmare at any time, allowing unusual plays through Nightmare manipulation. Finally, Bane boasts one of the most powerful channeled disables in the game with his ultimate ability Fiend's Grip, which holds the victim helplessly in place while draining mana and inflicting heavy damage for the duration of the channel. This spell can disable enemies even through spell immunity, making Bane a truly fearsome opponent.


  • Achilles' Heel: While Bane is a great disabler, all his spells are single targeted, making him one of the worst pushers in the game. Bane players are encouraged to build a Necronomicon on him because of this.
  • Alien Blood: He is continually oozing black blood from various parts of his body, although in this case it's not his own.
  • Anthropomorphic Personification: Of fear and nightmares.
  • Armor-Piercing Attack: Fiend's Grip can disable and drain an enemy's mana through spell immunity, although it can't damage them. This makes it one of the more powerful disables in the game, since carries often rely on spell immunity in order to avoid being disabled in a teamfight. Brain Sap also goes through spell immunity if upgraded by Aghanim's Scepter.
  • Better to Die than Be Killed: Nightmare can be used to deny an allied Hero from getting killed (until the damage was removed, anyway). He can even do this to himself if his health is exceptionally low.
  • Black Mage: His entire kit consists of nukes and debuffs designed to screw his enemies up as much as possible.
  • Combination Attack: Nightmare's purpose in a nutshell. As a disable it's rather situational, only really useable on a target which your team don't intend to focus down. On the other hand, it's one of the best setup abilities in the game: its long duration gives plenty of time for Bane's teammates to reposition themselves, and if necessary, land a powerful and normally-difficult skillshot (Mirana's Sacred Arrow being most notable) with zero effort.
  • Dark Is Evil
  • Difficult, but Awesome: Since all of Bane's abilities are single-target and mechanically very different and unique, good Bane gameplay means that you'll have to know when to cast certain disables and when to hold back. Additionally, the wonky mechanics of Nightmare (it can be cast on allies, it transfers between targets with right-clicks, and it has a 1-second invulnerability window) mean that it can completely screw over your team if used the wrong way. However, good Bane players can disable two or more enemy Heroes in a teamfight, greatly reduce the effectiveness of carries' right-clicks, and generally make life difficult for the enemy.
  • Dream Eater: Brain Sap deals pure damage to a targeted enemy, and heals Bane for the same amount. It always heals Bane for the full amount, no matter how much damage is dealt to the target (for instance, if it's cast on Spectre who has levels in Dispersion or Slardar with his Sprint active).
  • Dream Weaver: Nightmare. Fiend's Grip, according to the flavor text, literally brings the target's nightmares to life to attack it.
  • Eldritch Abomination: This monster that was literally born from night terrors and feeds upon fear is as close as it gets.
  • Evil Laugh: Very frequently.
    Bane (buying Blink Dagger): Blink Dagger-AAUAAAGAUAGAHUAGHAAA
  • Eyeless Face
  • Forced Sleep: Nightmare and Fiend's Grip put the target to sleep, preventing it from acting.
  • For the Evulz: His primary motivation.
  • Gender-Blender Name: In Greek Mythology, Atropos was a female name. While it's hard to pin down what gender something like Bane would be, he's referred to with male pronouns in his bio.
  • I Know What You Fear: And able to turn it against you with Nightmare and Fiend's Grip.
  • Jack-of-All-Stats: Unusually, Bane has completely even stats and stat growth, starting off with 22 points in each category, then gaining 2.4 points with each level.
  • Madness Mantra: When casting Fiend's Grip.
  • Mercy Invincibility: Nightmare gives its target invincibility for the first second of the spell, allowing it to be used to dodge abilities. multiple times.
  • Mind Rape: All of Bane's abilities rely on manipulation of the fear he creates in enemies.
  • Multi-Armed and Dangerous: He has an extra set of arms extending from his back. The Slumbering Terror Immortal item gives him an additional pair.
  • Nightmare Face
  • Obvious Rule Patch: One of the talents that Bane has during the 7.07 rework is that Enfeeble can steal damage at level 10. This actually cause a brief infux of solo mid Banes where he max Enfeeble as his second skill, skill the talent at level ten, then use Nightmare to quickly Dps them using the Enfeeble talent buff. This is quickly recitified in 7.07b where the talent is moved up to level 15, which kills any viability of core Banes in competitive Dota and relegate him into a pub only build but even there, it isn't exactly a commonplace.
  • Our Centaurs Are Different: Has a distinctively centaur-like body.
  • Our Monsters Are Weird
  • Power Born of Madness
  • Power Floats: He floats a short distance over the ground.
  • Power Limiter: Enfeeble steals the target's attack damage by a certain amount for 20 seconds, and can't be dispelled by anything. What's more, it has a 10 second cooldown so it can be perpetually cast to keep an enemy's damage down, or used to neuter two enemies at once. Used in-lane it can starve your lane opponents of last hits (and experience since you can then easily deny creeps), used in teamfights it can drastically reduce the damage output of the enemy carries. Furthermore, you steal the target's damage meaning your right-click will hurt.
  • Purple Is the New Black
  • Put the "Laughter" in "Slaughter"
  • Slasher Smile: His teeth twist into an evil-looking grin.
  • Spam Attack: Aghanim's Scepter massively reduces the cooldown and cast point of Brain Sap, allowing it to be used every other second as long as Bane has the mana to sustain it and giving him a way to deal relevant amounts of damage in the late-game.
  • Standard Status Effects: Specializes in sleep-related disables; Nightmare renders the target unit unable to move or attack, but any damage will wake them up (as well as transferring the Nightmare to the attacker if it's a right-click). Fiend's Grip, his ultimate, deals huge amounts of damage and cannot be broken unless Bane himself is interrupted. Additionally, allies can attack an enemy under its effect, making it extremely useful for taking down carries and other damage-dealers in the late game.
  • Take That!: Towards Heroes of Newerth in one of his responses.
    Bane (after killing Anti-Mage): I must have reminded him of someone he hated! note 
  • Vampiric Draining: Can steal HP with Brain Sap, mana with Fiend's Grip, and damage with Enfeeble when combined with one of his level 10 talents.
  • Your Worst Nightmare: His means of attack, and also what he is.

    Batrider 
https://static.tvtropes.org/pmwiki/pub/images/Batrider_7410.png
Voiced by: Dave Fennoy

The Batrider was once a mere farmboy working the fields near the Yama Raskov jungle, until he was swooped on by a carnivorous mordebat and taken away for dinner. However, thinking quickly, he freed himself and cut the beast down. While his life was spared that day, he gained a yearning to feel the skies once more, and over the years he dove ever deeper into the treacherous jungle, yearning to feel that thrill again. Evidently, he succeeded.

Batrider is a fearsome and mobile nuker and initiator, capable of quickly burning down enemies' health and forcing them out of position. He also excels at jungling and lane harassment. He can drench his enemy in Sticky Napalm, which slows their movement speed and turn rate while amplifying the damage they take from Batrider's abilities and attacks. The ability has a very short cooldown and its debuff stacks, making prolonged engagements against Batrider a dangerous affair. Flamebreak hurls a firebomb that explodes in an area, pushing enemies away and burning their health down over time. With Firefly, Batrider takes to the skies, letting him fly and see over all terrain while leaving behind a fiery trail that damages enemies. Batrider's ultimate ability is Flaming Lasso, which binds an enemy and drags them along in his wake, often to a fiery death. The ability has a very short range, forcing Batrider to get up close and personal with his enemy. Batrider lives on the edge, and in the heat of combat, it certainly shows.

In Dota Underlords, Batrider is a tier 1 hero belonging to the Troll and Knight alliances. His ability, Sticky Napalm, slows enemies and increases the damage they take from his attacks; this effect can stack.


  • Adaptation Species Change: Was a troll in DotA, but changed to an unidentified species for Dota 2, though he still bears a strong resemblance to a troll. In Dota Underlords, Batrider is part of the Troll alliance.
  • Adventurer Outfit: The aviator variety.
  • Amazing Technicolor Population: His skin is goldenrod-yellow.
  • Animal Mecha: The Burning Iron cosmetic mount looks like a 'bat', but one made from wood and metal.
  • Armor-Piercing Attack: Your Black King Bar won't save you from Flaming Lasso; it goes through spell immunity. While Linken's Sphere normally stops it cold, Batrider's Aghanim's Scepter upgrade allows Flaming Lasso to tie a second enemy to the first, and this second lasso ignores Linken's Sphere completely.
  • Badass Biker: What his character was obviously modeled after.
  • Badass Normal: He has no magical skills whatsoever, all he has is a bat and a seemingly-unlimited supply of fuel.
  • Bat Out of Hell: His mount.
  • Breath Weapon: His standard attack is his mount spitting fireballs. That's right - a fire-breathing bat!
  • Casanova Wannabe: For a moment he even thinks about hitting on the Broodmother!
  • Damage-Increasing Debuff: Sticky Napalm increases damage that enemy units take from Batrider over an area, and can scale up to ten times.
  • Delayed Explosion: The Flamebreak grenade takes time to reach its target point, meaning that Batrider has to aim it carefully lest its knockback effect accidentally saves the enemy.
  • Difficult, but Awesome: On paper, Batrider's signature move, Flaming Lasso, seems pretty simple to use: just click on an enemy and drag them back to your team, disrupting their positioning and possibly taking out a key target just before a teamfight. But without good communication and coordination with your teammates, it's likely that they won't know how to follow up after your initiation, and Batrider himself generally lacks the damage to quickly finish off the victim by himself. Because of this, he is rarely seen in low-level games, but can be a real terror in high-level and pro games and has consistently been a first-pick/ban hero at tournaments despite repeated nerfs.
  • Explosion Propulsion: Enemies hit by Flamebreak are knocked out from the point of impact.
  • Flying Seafood Special: The mount that come with the Manta Marauder set is a manta ray. Which flies.
  • Horse of a Different Color: As his name indicates, his mount is a bat. He can also replace the bat with a few different animals by equipping certain items, including an owl, crow, and even a manta ray.
  • Kill It with Fire: His right-click attack and three of his four abilities are fire-based. The one that doesn't directly uses fire drenches foes in napalm (which he can then light on fire).
  • Mix-and-Match Critters: Bessy the Batmeleon is a 'bat' with the head of a chameleon.
  • Molotov Cocktail: Flamebreak throws a flaming cocktail of dangerous chemicals.
  • Money Multiplier: Firefly can deal a total of 840 damage over its duration when maxed, which can be further boosted with Sticky Napalm. Batrider players often use Firefly to quickly farm stacked jungle camps and get an early Blink Dagger.
  • Mounted Combat
  • No Name Given: He was once known as Jin'zakk in the original DotA, but that name was removed when he was ported to Dota 2.
  • Not the Intended Use: When Batrider received an Aghanim's Scepter upgrade to let him drag two enemies with Flaming Lasso, it was ostensibly intended to increase his disruptive power while throwing in a bit more damage. However, players quickly found that the true value of the upgrade is that it gives him an answer to Linken's Sphere, which has historically been Batrider's hardest counter. As the secondary lasso ignores Linken's Sphere's Spellblock, it's not unheard of for a Batrider with Aghanim's to lasso a creep in order to get at a target with Linken's.
  • Noun Verber
  • Obvious Rule Patch:
    • Players took advantage of Sticky Napalm, a skill that amplifies damage from Batrider on his victims, by building the constant DPS aura item Radiance, which turned Batrider into a real damage-dealer. Apparently Icefrog disagreed, as he proceeded to change Sticky Napalm so that Radiance could not (normally) trigger the bonus damage any more.
    • This also happened on the 6.82 beta test client with Urn of Shadows. As it had its damage type changed from HP Removal to Pure, this affected the way it interacted with Sticky Napalm, allowing each tick to deal 250+ damage, effectively allowing Batrider to deal upwards of 2000 damage with a single Urn of Shadows charge. Thankfully, this was fixed before it was introduced to the main game client.
  • Pyromaniac: Batrider seems to be one judging from his responses when he uses his abilities or kills an enemy hero:
  • Spam Attack: Sticky Napalm, with its short cooldown, low mana cost and stacking effect.
  • Throat Light: The mouth of the Ghastly Nocturne Immortal bat glows bright with flames.
  • Throw Down the Bomblet: His attacks include drenching enemies in napalm and throwing a Molotov Cocktail.
  • Vapor Trail: Firefly leaves a trail of flames in Batrider's wake.
  • What a Drag: Flaming Lasso drags any unfortunate victim in Batrider's wake.
  • When All You Have Is a Hammer...: In a teamfight, Batrider's primary and often only contribution is to grab an enemy with Flaming Lasso and pull it into his team; any actual damage he deals is usually negligible. However, Flaming Lasso is one of the most disruptive abilities out there and also goes through spell immunity, so that's often all he needs to do in order to win a fight.

    Chen, the Holy Knight 
https://static.tvtropes.org/pmwiki/pub/images/Chen_7691.png
Voiced by: Eric Newsome

Chen was born into a bandit tribe in the Hazhadal Barrens, whose people learned to tame the desert locuthi, a type of wingless dragon. The people of the desert would quarrel constantly over limited resources, and one day, Chen's tribe made the fatal mistake of trying to ambush a caravan of the Knights of the Fold. The Knights made quick work of the tribesmen and their dragon thralls, and Chen was captured. He faced the executioner with a humility that caused him to lower his blade and let Chen choose between conversion or death. Chen accepted the conversion and joined the Fold, now seeking out non-believers to offer them the same choice.

Chen is a support hero that can bend creeps to his cause, and as such plays as an efficient jungler, ganker, and pusher. The crux of his kit is Holy Persuasion, which lets him take control of a target creep and use the jungle creeps' abilities to his benefit. With Aghanim's Scepter, this even extends to the powerful Ancient Creeps. Additionally, using this ability on an allied unit will teleport it to your location after a short delay. He can also use Penitence to slow an enemy and increase the attack speed of those attacking it, making them more vulnerable to his creeps and teammates. Divine Favor is an aura which increases allies' health regeneration and damage, and also increases the effect of any healing they receive by 25%. The damage bonus is doubled for Chen's creeps and summons. Finally, Chen can rejuvenate and save his allies from literally anywhere on the map with his ultimate ability Hand of God, which instantly heals all allied heroes and all of Chen's controlled units, with unlimited range. Armed with the power of enthrallment and the magic of the Fold, Chen is prepared to pass judgment on his enemies.

In Artifact, Chen is a green hero. He has the Active Ability Holy Persuasion, which allows him to take control of an enemy creep. His signature card, Hand of God, is a spell which fully heals all allied units and grants them one round of damage immunity.


  • Adaptation Species Change: Was an orc riding a wolf in DotA, but changed a human on a boar in 2.
  • Ambiguously Brown: He is presumably from the Dota 2 equivalent of the Middle East.
  • The Artifact: If you're wondering why Chen is the only "Knight" that isn't a strength hero, it's because he was a strength hero before patch 6.15 reimagined him from a strength carry that could take over a single wave of creeps as a Limit Break to a creep control-centered intelligence support.
  • The Beastmaster: He can get creeps, including jungle and Ancient ones, to follow him with Holy Persuasion.
  • Can't Catch Up: The whole idea behind picking Chen is to invoke this trope on enemy heroes by snowballing your own team with ganks, tower pushes and a fast Rosh. However, if enemies can farm back up, Chen himself can be victim to this trope because of the near-total lack of scaling of his converted creeps.
  • Church Militant: The Knights of the Fold, a group of which he is a member. Convert to their religion, or Chen will sic his army of jungle creeps on you.
  • Combat Medic: Divine Favor increases the health regeneration of nearby allies, while Hand of God heals all allied unit on the map.
  • Compelling Voice: Chen's signature skill, Holy Persuasion, converts creeps into his loyal followers.
  • Continuing Is Painful: Because neutral camps are randomly generated, losing all of your jungle creeps generally means that you'll be forced to spend a lot of time to recruit all the creeps you need again.
  • Cool Helmet
  • Crutch Character: Early on, Chen and his creeps can gank enemy heroes and push down towers with ease - when most heroes haven't finished their core items yet, a single converted big creep can be nearly as powerful as themselves, and it's hard to resist a tower dive from Chen in this stage. However, the longer the game goes on, the less effective Chen becomes - Hand of God loses impact as enemies get more HP and damage items, while his creeps, which don't scale at all (aside from a HP boost from Holy Persuasion, which is almost always maxed at level 7), will be dying left and right because their HP are too low to survive teamfights, though this is alleviated somewhat by Penitence and Aghanim's Scepter, which allows him to convert ancient creeps, mainly for their auras.
  • Difficult, but Awesome: Chen is one of the most micromanagement-reliant heroes in the game (second only to Meepo and Arc Warden). Not only do you need to have a fairly good knowledge of control groups and a fair amount of prior jungling experience (to say nothing of the micromanagement required to actively use your converted creeps), but a good Chen player also needs to know which neutrals are worth converting, based on their various skills and auras, for specific situations. A good Chen, however, is one of the strongest and most versatile supports in the game, as he can rescue allies from ganks, buff teammates with his various monster auras, disable enemies at just the opportune time, or heal his entire team with his ultimate.
  • Elite Army: Even though Chen's creeps are fairly weak and easily killed, they're generally treated as valuable due to being able to give your team additional capabilities (from disables by the Centaur Conqueror and Dark Troll Summoner, to auras and buffs by the Alpha Wolf and Ogre Frostmage, to nuking power by the Satyr Tormenter and Harpy Stormcrafter). On top of that, losing a creep means not only that you just fed the enemy free gold and experience, but also that you have to go back into the jungle to find a replacement. This can be played straight once he gets an Aghanim's Scepter, which allows him to recruit Ancient creeps, which are fairly durable and possess useful auras for Chen's team, with a few packing useful active abilities as well.
  • Fantastic Racism: He's not very fond of Witch Doctor and Shadow Shaman because of their religions.
  • Field Power Effect: Chen doesn't carry any auras himself, but he can persuade creeps that do, allowing him to grant his team a variety of bonuses.
  • Full-Boar Action: His default mount is a boar-like creature.
  • Glowing Eyes: Has glowing white-blue eyes.
  • Great Escape: Casting Holy Persuasion on an allied hero at low health can save them in a situation where they would otherwise die to the enemy.
  • Holy Hand Grenade: Previously, he had Test of Faith, which could be cast on enemies to deal damage.
  • Horse of a Different Colour: His mount is one of the Locuthi dragons mentioned in his lore. He can replace it with many different animals by equipping cosmetic items, such as a wolf, pig, tiger, or rat, but none of them are a horse.
  • Knight Templar: Chen believes that his mission is to convert or kill all unbelievers. He himself is a converted infidel who was spared execution due to his conversion.
  • Light 'em Up: Primarily fights with the power of light.
  • Light Is Not Good: He uses holy powers with a light motif, and is also a rather unpleasant zealot.
  • Magic Staff: Chen attacks by shooting energy bolts from his staff.
  • Mind Rape: Penitence slows enemies by testing their resolve.
  • Monster Allies: Holy Persuasion coverts creeps into Chen's loyal followers.
  • Not the Intended Use: "Fountain hooking", an old strategy that involved Pudge hooking an enemy at the same time that Chen recalls Pudge to the fountain, dragging the target along for the ride and resulting in a free kill.
  • Obvious Rule Patch: Holy Persuasion previously allowed Chen to send his own lane creeps back to the fountain after a small delay. Players exploited this during the laning stage by having him repeatedly send the NPC creeps back to the base to starve the opposing players off their farm and allow the ally to get a head start by pushing the creeps closer to their lane. 7.12 patched this exploit out by disallowing Chen to target non-player creeps anymore meaning that he can no longer send them back to the fountain.
  • Random Number God: Various aspects of Chen play revolves around how generous the rolls are to you.
    • How well your jungling phase goes can really depend on what camps are spawned every minute, since that will determine the first creep that you convert. For instance, getting an early Wildwing camp can greatly boost your jungling phase since you can use the Wildwing Ripper's Tornado to quickly clear a large camp that's been stacked a few times.
    • Once you get past the laning stage, it can be tricky to get the exact creep that you need for a certain situation, since the only thing that determines which camp will spawn is that it won't be the same as the one that was occupying that camp before. This can be particularly punishing if you lost the Centaur Conqueror that you needed for a reliable 2-second area stun, and none of the camps spawn another Centaur camp for several minutes.
    • One of his old skills, Test of Faith, dealt random Pure damage to an enemy or healed an ally by half that number. While Pure damage is nothing to be scoffed at, the variance in damage/healing meant that the maximum amount of damage or healing you could do was twice the minimum amount.
  • The Red Mage: Can hinder enemies with Penitence. Holy Persuasion can also be used to warp allies away from danger, and he can buff his teammates with Divine Favor and heal them with Hand of God.
  • The Remnant: Chen's creeps can still carry on his work and even kill players when he's dead.
  • Rodents of Unusual Size: The Royal Mount of the Rat King is a rat big enough for Chen to ride.
  • Scary Black Man: He's one of the darker-skinned human heroes, and is a ruthless, fanatical zealot.
  • Shout-Out: To Spongebob Squarepants of all things with one of his death quotes:
    Chen: My leg!
  • Some Dexterity Required: Controlling Chen? Easy enough. Microing Chen and an army of creeps, all with different abilities, while trying to keep everyone alive and getting maximum mileage out of all those abilities and keeping an eye on the minimap to decide when to drop Hand of God? Considerably more difficult.
  • Squishy Wizard: If the enemy can get past his converted creeps, they'll find Chen himself rather fragile and easy to kill.
  • Stone Wall: After he gets Aghanim's Scepter, Chen can control even Ancient creeps with Holy Persuasion. Though by the time window when he can afford it, they can't do much damage anymore, they (except for the Prowlers) are still very hard to kill thanks to their huge HP pool (2300 for the Black Dragon and the Granite Golem, 1700 for the Thunderhide) and magic resistance.
  • Teleportation: Holy Persuasion allows Chen to teleport his creeps or teammates to his location. This can be used to yank an allied hero away from danger, or bring his creeps back to him when he uses a Town Portal Scroll or Boots of Travel.
  • Weaksauce Weakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's Devour, Enigma's Demonic Conversion, and so on. This weakness can be alleviated by getting Aghanim's Scepter, since Ancient creeps are immune to all of these abilities except for Lifestealer's Infest and Devour with a level 20 talent.

    Rylai, the Crystal Maiden 
https://static.tvtropes.org/pmwiki/pub/images/Crystal_Maiden_4037.png
Voiced by: Gin Hammond

As a child, in addition of her fierce rivalry with her sister Lina, Rylai's unconscious use of ice magic brought her family no end of trouble as she inadvertently froze everything around her. In order to prevent further damage, Rylai was sent to the land of Icewrack, which is already covered in perpetual snow, so she could learn to better control her abilities. Under the tutelage of an Ice Wizard, the Crystal Maiden's mastery over ice deepened, until her master considered her ready to continue learning on her own. With the Ice Wizard sleeping in frozen hibernation, Rylai continues practicing her magic, and her abilities have grown to be fearsome.

Crystal Maiden is a ranged intelligence hero often considered the quintessential Support Hero, she's fragile by herself and easily interrupted, but her presence can make the difference between victory and defeat, as well as ensuring lane dominance, and she can deliver a good deal of hurt to the enemies rather than just buffing her allies. Her skills are best used in tandem with other Heroes' and she's less than dependent on items to make her support effective. Her first skill, Crystal Nova, is a simple Area-Of-Effect nuke that has her create a burst of ice explosion that damages and slows all enemies in the area, while her second skill, Frostbite, targets an enemy and encases them in ice, immobilizing them for a short period of time. Both skills can be used in tandem of allied heroes' disables and decimate a helpless enemy hero in quick succession. Crystal Maiden is also valued for her third skill, Arcane Aura, which gives her allies global mana regeneration bonuses, while the bonuses are doubled for herself. Her ultimate is called Freezing Field, in which Crystal Maiden stands in place, channeling a spell that calls forth a wide-area blizzard surrounding her and damaging any enemies on the field. While a devastating skill on its own, this spell is easily interrupted with other crowd controls, thus the Crystal Maiden needs to prepare herself with proper items to ensure the spell won't be interrupted and to position herself quickly so many enemies will be caught on the blizzard. Luckily, as a Support hero, the Crystal Maiden is usually not very item-dependent, allowing many situational itemization.

In Artifact, Crystal Maiden is a blue hero whose Arcane Aura Continuous Effect restores two Mana to the tower in a lane when an allied spell is played in a lane. Her signature card, Frostbite, deals 2 damage to a unit and disarms it for one round.

In Dota Underlords, Crystal Maiden is a tier 2 hero belonging to the Human and Mage alliances. Her ability, Arcane Aura, passively grants mana to all her allies.


  • Action Girl: Even if she's more a bonafide support hero, she has a lot of damaging utilities and might even score a kill if she's not setting it up herself, especially if she's left alone executing Freezing Field.
  • Adaptational Badass: In the New Bloom comic, she is utterly fearless and confident in her powers, and ready to challenge a dragon for a fight. A far cry to her in-game playstyle where she would try to avoid trouble as much as she can. She's also definitely much less naive, choosing the best artifact among Winter Wyvern's hoard for herself when offered to pick one for herself.
  • All of the Other Reindeer: A minor version. The citizens of Icewrack, while still interacting with her, shows disdain to her in fear of her tremendous power.
  • Bare Your Midriff: Her DotA character model (Jaina Proudmoore) and Dota 2 concept art both had this, though this trope is absent on the final in-game Dota 2 model.
  • Berserk Button: Being called an Ice Witch. Winter Wyvern's servant learned it the hard way.
  • Black Mage: Aside from her passive aura, all of her spells deal damage to enemies.
  • Blessed with Suck: In her backstory, Rylai's innate ice affinity caused all sorts of problems for people around her.
  • Brainless Beauty: She has a suprisingly low level of Intelligence of an Intelligence hero, which is made up for by Arcane Aura. Notably, both versions of Crystal Maiden are blonde. This is also fitting in lore, as Rylai is the naive sister and losing advantage in the rivalry against the smarter Lina. More likely, however, this is an effect of Gameplay and Story Segregation as by herself, Rylai is pretty smart (just less compared to Lina), it's just that if she's given higher level of intelligence, she would be utterly broken gameplay-wise, and seeing how Dota 2 really values gameplay balance highly...
  • Bread, Eggs, Breaded Eggs: If she kills Lina, she could taunt her as "Hell Bitch" or "Hellfire Bitch"... or "Hellfire Hell Bitch"
  • Canine Companion: Aurora, the wolf pup of Icewrack, who accompanies Crystal Maiden when she wears the Frost Avalanche Arcana.
  • The Chick: Rylai is often considered one of the best early game support heroes in the game, and an all-around good support, due to being ranged, having two soft disables, and an underestimated but powerful passive. Properly played, a Crystal Maiden can maintain ward vision throughout the map, protect her carry in the safe lane, greatly increase the chances of a successful gank happening, and perform support duties better than most other supports in the game. Her normal outlook and personality also adds up to this: She's cheery and naive, and often really underestimated due to being a fragile hard support who's slow as molasses, making her an easy target if caught while isolated. Give her enough assistance and follow-up and... well, look above on what she can do.
  • Color-Coded Elements: Blue, in her case, as opposed to red for her sister.
  • Death-or-Glory Attack: Freezing Field is tremendously powerful, capable of dominating teamfights by itself; however, it's also a channeling spell, rendering the already-squishy Crystal Maiden completely defenseless for its duration. As a result, when Freezing Field is cast, it will generally either completely wreck the enemy team or get Crystal Maiden killed immediately.
  • Difficult, but Awesome: Freezing Field costs a lot of mana and requires impeccable positioning to be effective: because it's a channelled spell, it can easily be broken with a stun or silence, and since Crystal Maiden is so squishy it might continue to be a problem even after she gets Black King Bar. However, it deals incredibly high damage and has good secondary effects as well, allowing it to absolutely wreck teamfights if pulled correctly.
  • Dumb Blonde: Crystal Maiden ties with Enchantress for having the lowest base Intelligence among all Intelligence heroes (even Ogre Magi has more), and even being beat by many non-Intelligence heroes. Unlike Enchantress, she has at least two high mana-cost spells that are spammable, meaning that she's unable to do very much casting in the beginning of matches unless she maxes out Arcane Aura first.
  • Field Power Effect: Her third ability and passive, Arcane Aura, boosts the mana regen of all allied heroes globally, and is doubled on her (although it doesn't stack with percentage-based mana regen items). At max level, it effectively equals using an Arcane Boots on them every time it's off cooldown, globally, which allows all friendly heroes to cast their spells more frequently (particularly non-Intelligence heroes who have small mana pools and low mana-cost spells). Even with only one or two levels, it can give teammates an edge during laning since they'll almost always have enough mana to cast a spell when they need to, meaning they don't have to spend their starting gold on Clarities.
  • Freeze Ray: While not a gun per se, Rylai's first ability, Crystal Nova, deals area-of-effect damage and slows movement and attack speed.
  • Friendly Rivalry: If she's put in the same team with Lina, she will treat her rivalry as a friendly one, instead of an Enemy Mine, as they're still sisters.
  • Glass Cannon: A well-positioned Freezing Field, if left to channel for its full duration, might potentially wipe out the entire enemy team (or at least bring them down to critically low HP) - a remarkable feat for a starved hard support like Crystal Maiden. On the other hand, so much as sneeze on her and she's dead.
  • The Glorious War of Sisterly Rivalry: Rylai plays the role of "The beautiful sister" while Lina is "The smart sister": her personality is more friendly and naive, and gameplay-wise she has very low intelligence despite it being her main attribute.
  • Good Is Not Soft: The 2015 New Bloom comic, The New Neighbors, shows that Crystal Maiden is friendly and cheerful with the villagers of her realm. She is also known as "The Ice Witch" and has killed several dragons single-handedly.
  • Harmless Freezing: While Frostbite does deal damage, it's mostly incidental next to the disable, which lets allied heroes wail on the helpless target.
  • Hostile Weather: Crystal Maiden's ultimate, Freezing Field, creates an explosive hailstorm that damages and slows any enemies within a certain radius of her. While it's channeled and the explosions hit in random places, a total of 100 explosions happen over the course of the ulti, and each individual explosion can be as powerful as her Crystal Nova, meaning that if left uninterrupted, almost anything caught within range will die if they don't run for cover.
  • Human Snowman: Her Immortal item Yulsaria's Mantle causes any target of Frostbite to be encased in some kind of snowman.
  • An Ice Person: All of her abilities involve ice in some form. Even her Arcane Aura, which works by lowering the temperature to stimulate the flow of mana.
  • Implied Death Threat: To Winter Wyvern, in the New Neighbors comic:
    Crystal Maiden: Sorry, could you repeat all that? I was thinking about all the dragons I've killed.
  • Instant Ice: Just Add Cold!: Her second ability, Frostbite, stops an enemy in their tracks and deals damage over time while preventing them from attacking.
  • Kicking Ass in All Her Finery: With some of the unlockable items.
  • Lady of Black Magic: The Ice Witch, with a kit consisting of damaging utilities and a kind, graceful demeanor.
  • Literally Shattered Lives: Crystal Maiden's death animation has her turning into an ice statue, which then shatters and crumbles to the ground.
  • Magic Staff
  • Manic Pixie Dream Girl: Seems to form a one-sided relation of the trope with, of all people, Sven. She's outgoing, nice and plucky, he's somber and serious (though hammy when it comes to kicking ass). Crystal Maiden also seems VERY curious on him and looking up to Sven like a Stalker with a Crush, but he doesn't treat her with anything special, though he does express regret if he's forced to kill her.
  • More Dakka: Crystal Maiden has a level 20 talent which grants her 250 bonus attack speed. However, due to her lacklustre attack damage, it's more like being tickled super fast from the point of view of the enemy.
  • Oblivious Adoption: One of Lina's lines upon being killed by her in Dota 2 claims this. May or may not be true, though their eye and hair colors differ.
  • Plucky Girl: Rylai seems to take all the misfortunes of her past with a stride, which includes being shunned by her peers because of her ice powers from her original home, being less smart than Lina and getting beaten in their past rivalry (or bullied), the citizens of Icewrack not fully trusting her and so on... She takes it all with a beaming smile and cheery outlook (though if she wants you dead, she'd be more than eager to.)
  • Power Floats: With the Arcana item Frost Avalanche.
  • Power Incontinence: She herself freezes and shatters in her death animation.
  • Precious Puppy: Her Frost Avalanche Arcana features the Wolf Pup of Icewrack. Isn't it cute?
  • Reduced Mana Cost: With the appropriate level 15 talent, Arcane Aura additionally reduces the mana cost of friendly heroes by 14%.
  • Ship Tease: Her announcer pack suggests this. She sounds happy to see someone pick Sven, and during a slow period of the game, she might ask if anyone has seen him around.
  • Sibling Rivalry: She doesn't get along well with Lina due to obvious incompatibilities. Both she and Lina have numerous dedicated voice lines for meeting each other when on the same team, attacking each other when not, and especially when one kills the other.
  • Skilled, but Naïve:
    • Rylai is a skilled frost mage and is also one of the best when it comes to Support roles. However, she's not just sweet-tempered most of the time, she's also really naive, not just on losing in her rivalry against the smarter Lina, she even innocently asks if Sven is actually blue-skinned beneath his armor. However, see Adaptational Badass above.
    • Although her comment towards Sven can be perceived that Rylai is smarter than she looks: Sven is a Half-Meranth, a race of merfolk like Slardar and Naga Siren. He's not going to have normal human skin beneath the armor, and Rylai is just making a guess under the armor.
    • Potentially also a Covert Pervert moment as well. After all, she's asking what Sven looks like under his armor... Does This Remind You of Anything??
  • Squishy Wizard: Rylai is notorious for being one of the easiest heroes in the game to kill because of her low Strength and Agility, both base and gain per level (meaning very little HP and armor), having no escape abilities, and her awful base 275 movement speed. It's very common to build Strength items like Bracer on her just so that she doesn't (literally) melt in the first two seconds of a teamfight.
  • Standard Status Effects: Crystal Maiden is notable as one of the more powerful disablers in the game due to having a slow and a root in her basic spells, as well as an ultimate that slows enemies on top of the damage (and which can be stacked with Crystal Nova). She's considered one of the best early-game roamers since she can set up kills for her teammates starting at level 2 and help them regenerate enough mana to set up subsequent kills more quickly.
  • What the Hell, Player?: In her Announcer pack, she will call out the player if they pick either Lina (her hated sister), or Lich (fellow ice user that she dislikes).
  • Winter Royal Lady: She isn't exactly royal but she's close in design. Some of her purchasable equipment takes it further.
  • Zettai Ryouiki: Her stockings don't quite cover all of the leg, leaving a bit of exposed skin near the top.
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    Ish'Kafel, the Dark Seer 
https://static.tvtropes.org/pmwiki/pub/images/Dark_Seer_3281.png
Voiced by: John Patrick Lowrie

In the Land behind the wall, Ish'Kafel was a famous general serving under the god-king Damathryx. With his powerful mind, the Dark Seer would create a strategy to win any fight. But as the Great Boundaries War reached its end, his army was overwhelmed by a much more powerful opposition. The Dark Seer performed a desperate maneuver, leading his opponents into the maze between the walls before trapping them by destroying the walls with a magical explosion. Although his plan succeeded, Ish'kafel was transported to another world, never again able to return home. But even when lost in a strange land, the Dark Seer is still proud of his powerful intellect, and he does not stop inventing new strategies in combat.

One of the few melee intelligence hero, the Dark Seer's spells are especially powerful in teamfights. His signature ability is Vacuum: by manipulating gravity, enemies in a circular area are damaged and sucked towards a point. This ability synergizes well with other area-of-effect spells, as they will be able to hit all enemies once they're clumped up. Dark Seer's second spell, Ion Shell, creates a bubble of energy around a unit: enemies who stand near that unit will be continuously zapped and damaged. Surge increases an ally's movement speed, allows them to walk through units, and makes them immune to slows, which is useful for both chasing and escaping. Dark Seer's ultimate ability is Wall of Replica. This powerful teamfight spell creates a long barrier of energy: any enemy that crosses it will be slowed, and more importantly have an illusory copy of themselves summoned. These illusions deal a large amount of damage, meaning that unlike most other illusions, each of them is a serious threat on its own. Thanks to its long duration, Wall of Replica is a great spell for controlling space in fights. With these abilities in his arsenal, the Dark Seer can devise a plan to win any fight.

In Artifact, Dark Seer is a green hero. He has the Active Ability Surge, which lets him move an ally to another lane, and the signature card Ion Shell, which modifies a unit with +3 Retaliate.


  • Another Dimension: The Land Behind The Wall.
  • Badass Beard: A long, white beard befitting a master tactician.
  • Badass Bookworm: Even though (or possibly because) he's one of only two melee Intelligence heroes in the game, his base Strength and Strength growth are quite above average, as is his base armor, making him surprisingly durable for an Intelligence utility hero. One of the other interesting quirks is that as he's a melee hero, he can actually take advantage of damage block items effectively, meaning that building Crimson Guard on him is viable (and even encouraged, since Soul Ring is often one of his first-built items to bolster his mana pool).
  • Bare-Fisted Monk: He's one of only two melee Intelligence heroes in the game.
  • Bizarre Alien Biology: Being from another dimension he is quite alien in appearance. Most notably his sharply pointed head (which he seems to take great pride in), as well as "points" jutting out from his back.
    Dark Seer (gaining a level): "Did my head just get pointier?"
  • The Dark Arts: He's a master of them.
  • Difficult, but Awesome: Since he relies on his melee attacks to do damage and is an Intelligence hero, he has very little damage output outside of Ion Shell, giving him little ability to directly kill enemy heroes. However, his skill set allows him to manipulate the battlefield in such a way that makes things difficult for his enemies. He's often one of the first picked or first banned heroes in competitive play due to his ability to change the tide of a teamfight by himself.
  • Four-Star Badass: He was a general of his people.
  • Glacier Waif: Dark Seer is one of the smallest heroes in the game, but he has above-average Strength and Strength growth, and very good base armor (and due to being melee, building damage block items on him is viable), making him surprisingly durable for an Intelligence utility hero.
  • Glass Cannon: Wall of Replica illusions can deal even more damage than the original enemy hero if Dark Seer is carrying Aghanim's Scepter, however they also receive three times as much damage. The flip side, though, is that as long as the wall is standing the enemy stands the danger of crossing it after killing an illusion and creating another one to deal with.
  • Glowing Eyes
  • God-Emperor: The God-King Damathryx, whom Ish'Kafel used to work for.
  • Gravity Master: Vacuum works by modifying the centre of gravity to a place of Ish'Kafel's choosing.
  • Gravity Sucks: Vacuum sucks all enemies in an area to its centre.
  • Heroic Sacrifice: He saved his people by trapping himself along with his enemy on "the other side of the wall".
  • Humanoid Aliens: He comes from another dimension, and has a human-like bodyplan, but differs in his small size, purple skin, pointed head and hooves.
  • Humans Through Alien Eyes: Played for Laughs. He finds the roundness of the human head repulsive.
  • The Maze: Mentioned in his backstory.
  • Money Multiplier: A maxed Ion Shell can do a total of 2250 damage over its 20-second duration. While no hero is dumb enough to stand next to an Ion Shell for 20 seconds, the same thing can't be said of creeps, giving Dark Seer the ability to quickly clear lane and jungle creeps alike and farm extremely fast.
  • Obvious Rule Patch: Originally, Dark Seer's Vacuum used to be able to pull invulnerable heroes which back then, was used in tandem with Naga Siren's Song of the Siren where after the heroes are put to sleep by Naga's song, Dark Seer would vacuum them before another hero would use their team-fight ultimate (such as Tidehunter's Ravage or Enigma's Black Hole) for an easy team wipe of the whole opposition. In fact this tactic is so effective, it allowed the team with such combination to steamroll through the whole tournament. Come 6.75, Dark Seer's Vacuum can no longer pull invulnerable units, completely neutering this combination from the game.
  • Power Glows: His hands and most of his spells.
  • Psychic Powers: All of Dark Seer's abilities rely on mind manipulation.
  • Purple Is Powerful: His main colour scheme is violet, and he was a well-known military tactician back in his homeworld.
  • Running Gag: The string of patches between 6.75 to 6.79 saw the cooldown for Vacuum being increased by a few seconds each cycle, leading it to become a saying that unless Vacuum's cooldown was nerfed, then the patch was fake. Come 6.82, what changes did Dark Seer get?
    Vacuum cooldown rescaled from 28.0 seconds to 28 seconds
  • Spam Attack: Surge has a very low mana cost and short cooldown, allowing Dark Seer to spam it to get around the map. Similarly, Ion Shell has a short cooldown, allowing it to be used constantly on creep waves.
  • The Strategist: Was once a master tactician on his homeworld. He even has the whole Chinese Strategist/Sun Tzu theme with his accent, responses, beard of profound strategic wisdom, and being from a "land behind a wall" ruled by a god-like emperor.
  • Stone Wall: Because of his skillset providing innate damage and escape, he tends to go for tanky and teamfight utility items, such as Mekansm, Pipe of Insight, and Shiva's Guard. Of course, with his utility-oriented skillset, he has very little direct damage output.
  • Super Speed: Surge temporarily boosts an ally's speed. With level 25 talent, he can AoE cast it.
  • Support Party Member: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak (although funnily, he has a +120 damage talent), Vacuum deals almost no damage, while Ion Shell is very unreliable against heroes. However, his kit offers so much utility and versatility that he's valuable in almost any situation possible.
  • Twin Maker: Wall of Replica, Dark Seer's ultimate, creates an illusion of any enemy hero walking through it, while dealing a small amount of damage. While it can only create one illusion at a time and the illusions are easily destroyed, they do nearly full damage, and dropping it in the middle of a teamfight ensures that they're forced to focus on your teammates instead of the illusions. Even better, the wall will create another illusion if an enemy hero walks into it again after destroying the last one, essentially becoming a hazard zone that the enemy team cannot pass through easily.
  • Walking Wasteland: Ion Shell, which deals damage over time to enemy units in an area around a unit, temporarily turns it into this.
  • Wizard Beard: Though it's more intended to be a Sun Tzu beard.
  • You Can't Go Home Again: Ish'Kafel is trapped in this world, unable to return to his home.

    Mireska Sunbreeze, the Dark Willow 
https://static.tvtropes.org/pmwiki/pub/images/dark_willow_icon.png
Voiced by: Ashly Burch

Even by fae standards, the princess Mireska Sunbreeze, daughter of a merchant king, is a vile individual. In her home nation of Revtel, backstabbing is commonplace in both the figurative and literal sense. But despite the constant treachery surrounding her, she couldn't help but feel bored of her life. After burning her estate to the ground, she fled into the wild in search of excitement, with only her pet wisp Jex by her side.

Dark Willow is a heavily area-of-effect intelligence hero who seeks to dictate exactly where enemies can and cannot go if they want to remain unmolested in a teamfight. First of all, Bramble Maze places a rune over a large area that, after a delay, produces 8 clusters of deadly brambles in a fixed pattern. The first enemy to walk into each cluster is rooted and takes damage over time. Shadow Realm has Dark Willow fade herself into the shadows, becoming completely untargetable. While this is active, her next basic attack has increased range, deals bonus damage based on how long she has remained in the shadows, and instantly ends the effect. Her third skill, Cursed Crown is a very unique ability that has Dark Willow place a curse on a targeted enemy that initially does nothing at all. However, after four seconds the curse explodes, stunning the target and all enemies around them for a long duration. Unusually, Dark Willow possesses not one, but two ultimate abilities. While they do not share a cooldown, neither can be used while the other skill is active. The first, Bedlam, releases her pet wisp, Jex, to temporarily patrol around Willow and rapidly attack nearby enemies. The other, Terrorize, instead has her lob Jax at an area. After a short delay, Jex releases a wave of fear around them, sending all enemies in the area uncontrollably scurrying back in the direction of their fountain.


  • Black Mage: All of Dark Willow's abilities are offensive to some degree.
  • Blood Knight: Dark Willow loves getting into fights for the thrill of it.
    Dark Willow: (beginning of game) I don't need a horn to tell me when to fight!
  • Delayed Explosion: Cursed Crown has a delay of 4 seconds before it explodes, stunning all enemies in the area around the victim.
  • The Dreaded: She's terrified of Lifestealer.
  • Even Evil Has Standards: While she loves to fight, she denies being a sadist.
  • The Fair Folk: Most fairies tend to be spiteful jerks, and this is especially true for Mireska. Her green clothing and accent also evoke the image of a leprechaun.
  • Fighting Irish: Mireska has a heavy Gaelic accent, and she's a Thrill Seeker fond of battle. She's also fond of drinking.
  • Glass Cannon: Shadow Realm and Bedlam deal tremendous amounts of magic damage (think Dagon on top of Witch Doctor's Death Ward), allowing Mireska to utterly eviscerate any lone enemies that she comes across, and she also comes packing strong crowd control; however, her own durability and mobility are limited, and Shadow Realm only does so much.
  • Green Thumb: Bramble Maze creates a maze of thorns to root any enemy that comes inside.
  • Luke Nounverber: Her last name, Sunbreeze, fits the "Noun-noun" variation of this trope.
  • More Dakka: One of Dark Willow's level 25 talents gave her a whopping +200 attack speed. It got more than a bit terrifying when she received an Aghanim's Scepter upgrade to Shadow Realm that applies its damage bonus on every attack while active, letting her burst down enemies so efficiently that the AS talent, the ability itself, and Dark Willow's base attack time were all nerfed.
  • Non Standard Skill Learning: Unlike most heroes, Dark Willow has two ultimates Bedlam and Terrorize, which are levelled at the same time and cannot be simultaneously active.
  • Noodle Incident: Apparently, Mireska's had a bad run-in with Tidehunter sometime in the past; this being Tidehunter, Kunkka was also somehow involved, and the encounter ended with Kunkka out for Mireska's blood.
  • No-Sell: Using Shadow Realm turns Dark Willow temporarily untargetable until she attacks.
  • Overprotective Dad: Her father seems to be one. Mireska even admits that if it weren't for him, she probably wouldn't have left Revtel.
  • Plant Person: The back of her head appears to be a flower bud, with petals forming her Boyish Short Hair.
  • Purple Is Powerful: The primary colour scheme of Dark Willow is purple.
  • Rebellious Princess: A rather extreme case. Not only did she reject her place as a princess, she set fire to the palace before running away.
  • Right-Hand Attack Dog: Mireska's pet Jex, which she can use to attack enemies with Bedlam or force them to run towards the fountain with Terrorize.
  • Spell Blade: Using Shadow Realm boosts the range and damage of Dark Willow's next right-click attack. Aghanim's Scepter instead causes it to boost the damage of all her attacks while it's active, and no longer causes attacking to end the ability prematurely.
  • Standard Status Effects: Dark Willow comes with no fewer than three different disables: Bramble Maze applies root, Cursed Crown is a stun, and Terrorize utilises a fear effect.
  • Sticky Fingers: If she wants something, Mireska doesn't let a little thing like it being someone else's property stop her from getting it. Several of her lines for killing enemies have her threatening to take their stuff, such as Earthshaker's totem and Magnus's horn.
  • Supernatural Fear Inducer: Terrorize causes all targets to be scared, forcing them to run towards the fountain.
  • Thrill Seeker: The reason she burned her home down and ran away? She was bored out of her mind, and even the constant backstabbing around her wasn't thrilling enough to help.
  • Tomboy: Not very girly at all, what with her love of fighting and drinking.
  • The Trickster: A decidedly more malevolent one than most, but this is her overall attitude.
  • What the Hell Is That Accent?: One of the community's biggest running jokes about Dark Willow is what exactly her accent is supposed to be, since it's ostensibly Gaelic but seems to meander between Scotland and Ireland on a whim; some even interpret the accent as Polish. Granted, it's not like a fairy from a fantasy world would be expected to have a particularly recognizable accent to begin with.
  • Winged Humanoid: She looks like a girl with four extra butterfly wings.

    Dazzle, the Shadow Priest 
https://static.tvtropes.org/pmwiki/pub/images/dazzle_3264.png
Voiced by: David Scully

An acolyte of the Dezun order, Dazzle had only one test left to complete in order to become a full-fledged Shadow Priest: the rite of shades. This ritual transports one's soul to the Nothl realm, where light and darkness are inverted. This is not without its risks, especially for one as young as Dazzle, but he eventually convinced the elders to let him undergo the ritual. Seeing his healing light turned into destructive shadows was an enlightening experience for Dazzle, who successfully returned from the Nothl realm with the greatest powers his clan had ever seen, powers he uses to heal and destroy.

Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is Poison Touch: this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, Shallow Grave: for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. Shadow Wave is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's passive ultimate, Bad Juju, reduces the cooldown of all his abilities and items, letting him put out much more damage and healing. This ability also shreds the armor of nearby enemies as he casts spells, making Dazzle much more lethal as a fight drags on. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.


  • Adaptation Species Change: Was a troll in DotA, but now can only be described as "the same species as Huskar". Implied to still be some form of troll however, due to comparisons with Troll Warlord.
  • Bash Brothers: With Huskar, should they be on the same team. Not only are they brothers in-lore, but Dazzle's skills greatly compliment Huskar's playstyle: Shallow Grave can keep him alive at 1 HP, which Huskar likes since he gains more attack speed the lower his health is, Shadow Wave keeps him healed up, and Weave increases his survivability while lowering that of his enemies.
  • Beware the Nice Ones: Dazzle is one of the friendlier heroes out there, with supportive and defensive spells meant for protecting his team, and he is more than happy to heal his allies should they need it. His spells are also deceptively lethal to his enemies, and Shadow Wave can easily take off a huge chunk of an enemy's health in the right conditions.
  • Combat Medic: Shadow Wave heals a number of friendly units near the target, and deals damage in an area around them.
  • Combination Attack: Bad Juju is ridiculously good when partnered with right-click damage dealers. In addition, Dazzle can combo with himself, as both of his offensive spells deal physical damage instead of magical damage.
  • Damage-Increasing Debuff: Bad Juju causes enemies in its area to lose armor every time Dazzle casts a spell. It also provides cooldown reductions to Dazzle's spells, meaning that you don't want to stand next to him for too long.
  • Dark Is Not Evil: The Shadow Priests' Order is stated to use magic mainly for healing and self-defense.
  • Deadly Doctor: The Dezun Order teaches very few attack spells, and even these are designed to disable the enemy. Dazzle however can invert their properties thanks to his unique gift.
  • Defog of War: Weave grants vision around the targeted point for 3 seconds, and with its big AoE and long cast range it can be used to (somewhat) safely check the Rosh pit from afar or scout high ground, and the cooldown is low enough that it's usually okay to 'waste' it.
  • Difficult, but Awesome: Shallow Grave can be a very powerful spell when used correctly, but using it well is much easier said than done. Holding it for too long or being too far away can result in an ally dying before Dazzle can save them, but casting it too early can result in the spell being wasted (and potentially the ally dying anyway). Leveling up Shallow Grave allows Dazzle to cast it more often and from longer range, giving him more room for error, but the effect remains the same, and taking it early on results in Dazzle's other spells being less effective.
  • Enlightenment Superpowers: Gained great powers over light and shadow following his experience in the Nothl realm.
  • Goofy Print Underwear: He is actually wearing pink underwear with a heart under his clothes.
  • Herd-Hitting Attack: Inverted and played straight with Shadow Wave. Since each allied unit healed can inflict up to 140 Physical damage in an area around themselves when hit with the spell, the damage can be applied multiple times, meaning that if Dazzle and 8 friendly units are standing next to an enemy, that enemy can potentially take up to 980 Physical damage from a single cast (1400 with the appropriate talent), before even factoring in Bad Juju. And since it's an AoE spell, this damage can potentially be applied to multiple enemies, every 6 seconds.
  • Last Chance Hit Point: Shallow Grave places a 5 second buff on an ally that prevents their HP from going below 1. The only things that can kill you are Axe's Culling Blade and your own Bloodstone.
  • Light Is Not Good: As mentioned in his Dota 2 Back Story, his light has inverted properties.
  • Magic Knight: His starting damage is quite high for a support hero, and all his spells deal Physical damage, meaning magic resistance or spell immunity don't protect against it. Properly geared, he can easily shred enemy armor down into negative levels and thus increases his overall damage. Combined with his great attack animation and high base damage, he's a viable mid hero and can even carry with the right team/items.
  • Magic Staff
  • Mutual Disadvantage: Against Axe. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's Shallow Grave with his ultimate Culling Blade, and as a Squishy Wizard, Dazzle does not enjoy being caught by Berserker's Call and Counter Helix. On the other hand, Dazzle can crush Axe in the lane, and Axe is very susceptible to Shadow Wave because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with Berserker's Call - the perfect opportunity for a Shadow Wave. Bad Juju also hurts Axe hard, as it reduces his armor, which really hurts his tankiness. In a game with both Axe and Dazzle, Axe can't aggro out a lane and Dazzle has to juggle more variables in mid-late game team fights. Axe has to jungle or even safe/mid and starts being a bully much later then he would like to. However if Axe safely jungles a Blink Dagger then it's tough for Dazzle, so he doesn't straight up win because his kit becomes slightly diminished in that scenario for nought. A well played Axe can make Dazzle useless and a well played Dazzle can really make Axe cry.
  • Nice Guy: Dazzle's one of the most amiable heroes in the game, and is all too happy to share his healing magic with allies.
  • Pinball Projectile: Shadow Wave bounces off allies, healing them while dealing damage to nearby enemies.
  • Poisonous Person: With Poison Touch, which paralyses enemies.
  • The Red Mage: Dazzle is both capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavour, as well as delivering a huge damage output with Shadow Wave and Bad Juju when good positioning comes to play.
  • Run or Die: Bad Juju's armor reduction stacks indefinitely; if you can't kill Dazzle quickly in a fight or stop him from casting spells, you will get ripped to shreds.
  • Slasher Smile: His face paint makes it seem as though he is always grinning.
  • Spam Attack: Bad Juju grants him a very large amount of cooldown reduction (up to 50% at maximum level).
  • Squishy Wizard: Despite his ability to keep his teammates alive, Dazzle himself can be very easy to kill, especially if he can't cast Shallow Grave.
  • Status Buff: His old ultimate, Weave, caused affected allies to constantly gain armor over its duration.
  • Supernatural Is Purple: It's the tint of his light.
  • Tribal Face Paint: His facepaint looks like a smiling skull.
  • Voodoo Doll: The Nothlic Burden Immortal item comes with a doll of Axe, Dazzle's most notable counter.
  • Why Won't You Die?: While Dazzle himself is quite squishy, he, like Omniknight, can use his abilities to make (at least one member of) his team extremely difficult to kill by spamming out Shadow Wave and Shallow Grave.

    Krobelus, the Death Prophet 
https://static.tvtropes.org/pmwiki/pub/images/Death_Prophet_116.png
Voiced by: Ellen McLain

Krobelus made a living using her precognitive abilities to tell her rich customers about their deaths. Yet for some reason, she was unable to predict her own death. Even when she attempted suicide, she would always return to the land of the living against her will. The more she tried to die, the more she was transformed by the realm of the dead, yet a part of her refused to let go of life. The Death Prophet wield the powers of the afterlife itself, while ironically being denied entry. Yet she does not give up in her attempts to reach the eternal slumber, throwing herself into battle until she stays dead for good.

Death Prophet is a hero whose skills allow her to rapidly push lanes and destroy towers, although she's no slouch in fights either. With her first spell, Crypt Swarm, Death Prophet sends out a wave of bats which deals burst damage to enemies it hits. This spell is one of her pushing tools, as it allows her to damage an entire creep wave, but it's also good against enemy heroes. Silence, her second skill, inflicts silence on enemies inside of a circular area of effect, which is useful against enemy casters in teamfights. Spirit Siphon, Death Prophet's third skill, slows a target and drains a percentage of their health to heal Death Prophet. The spell can amass multiple charges, allowing it to be cast several times in a row to extend its duration or affect multiple targets. Finally, Death Prophet's powerful ultimate ability, Exorcism, is her best tool for pushing and teamfighting. This spell summons a huge swarm of ghosts which attack nearby targets, dealing physical damage. The large number of spirits will rapidly tear down enemy heroes in a fight, but the spell is especially useful at pushing since unlike most spells, the ghosts can damage buildings. Through good use of these powerful abilities, the Death Prophet can ensure that her visions of her enemies' demise will come true.


  • Anti-Structure: Exorcism is one of the few abilities in the game capable of harming buildings, making Death Prophet a very strong pusher.
  • Bare Your Midriff: The Ghastly Matriarch and Secrets of the Merqueen cosmetics feature a midriff-baring outfit.
  • Barred from the Afterlife: Despite being fascinated by death, she always gets kicked back into the mortal plane after dying.
  • Bat Out of Hell: Crypt Swarm is a swarm of bat-like winged beasts that savage enemies; creatures from the afterlife according to the fluff text.
  • Black Mage: All of her spells are offensive to some degree.
  • Death of a Thousand Cuts: Each Exorcism spirit deals relatively little damage. However, her ultimate has a long duration and enemy units around her will slowly be drained of HP. Also the approach taken by her Aghanim's Scepter upgrade, as having Exorcism spirits chip away and slow enemies every time Death Prophet tags them with anything will condemn them to a very protracted demise.
  • Death Seeker: Except, much to her frustration, death never sticks. Which just turns her into an even more determined one and... You get the idea.
  • Fortune Teller: Specifically, she foretells death for others. She eventually decided to try find out about her own death.
  • Geometric Magic: The icon for her former ability Witchcraft is a pentagram.
  • Ghostly Glide: And the animation actually keeps her head completely level while the rest her body sways like a windchime.
  • Glowing Eyelights of Undeath
  • Graceful Ladies Like Purple
  • Hit-and-Run Tactics: Death Prophet is one of the best kiting heroes in the game thanks to Spirit Siphon and Exorcism which slowly wears down enemies near her, her build which consists of items like Phase Boots and Eul's Scepter of Divinity, and one of her level 25 talents which causes Exorcism to grant haste.
  • I Cannot Self-Terminate: Her backstory in a nutshell is that the afterlife booted her out with every attempt she made to enter it.
  • Lady of Black Magic: An undead female necromancer dressed in a purple dress with all her spells being offensive to a degree.
  • Leaning on the Fourth Wall: As you have read above, she is frustrated because she never stays dead, and of course she is a character in a game where everybody respawns soon after dying.
    Death Prophet: Oh dear. This again?
  • Life Drain: Spirit Siphon transfers health from the target(s) to Death Prophet. Exorcism spirits heal Death Prophet in proportion to the damage dealt when they return to her.
  • Lightning Bruiser: For an Intelligence hero, she is surprisingly tanky with her high Strength growth and healing from Exorcism, and both past and previous versions have had options for seriously boosting her movement speed:
    • Up until version 6.86 (December 2015), Death Prophet had a much lower base movement speed (tied for second-lowest at the time, at 280), but could level up Witchcraft to gain a significant speed boost. With the extra 20% movement speed from Witchcraft, and with Eul's Scepter of Divinity and a choice of either Phase Boots or Boots of Travel, she could spend most of the game around 500 movement speed at a time when the cap was 522.
    • Version 7.07 (October 2017) gave her a Level 25 talent: Hasted movement speed (now capped at 550) while Exorcism is active.
  • Necromancer
  • Our Banshees Are Louder: Her wailing sounds make her seem as one and in her Exorcism skill, the spirits were described as banshee remnants of her former lives.
  • Our Ghosts Are Different: Sort of. She's not entirely ghost.
  • Percent Damage Attack: The damage dealt by Spirit Siphon scales with the target's max HP.
  • Power Floats
  • Power Nullifier: She can use Silence to prevent enemies from using skills.
  • Resurrective Immortality: Much to her dismay, she comes back to life every time she dies.
  • Sickly Green Glow: Death Prophet and her spells all have an eerie green glow.
  • Spam Attack: Crypt Swarm has an extremely short cooldown and is fairly cheap mana-wise. Early game it can be used both to farm and harass, late game it is a very good pushing tool, able to clear creep waves extremely quickly.
  • Super Speed: At Level 25, she gains access to a talent that applies haste when Exorcism is active.
  • Who Wants to Live Forever?: She's immortal, and not happy about it.

    Disruptor, the Stormcrafter 
https://static.tvtropes.org/pmwiki/pub/images/Disruptor_5916.png
Voiced by: Fred Tatasciore

Disruptor is a stormcrafter living in the plains of upland Druud. In this harsh environment, he and his tribe face both harsh thunderstorms and attacks from the Southern kingdoms. While exploring ancient ruins, Disruptor found a power coil, which he repaired and turned into his weapon. Using this ancient technology, Disruptor strikes down those who try to invade his ancestral land.

Disruptor, as his name implies, excels in disrupting the plans of his opponents. Thunder Strike, his first ability, cause a foe to be repeatedly struck by lightning. Each bolt deals damage in an area around the target, striking those who would stand nearby, and grants vision over the target for the duration. With Glimpse, Disruptor sends an enemy hero back to where they were four seconds ago. This is great for forcing an enemy out of position, or setting up hard-to-land abilities such as his Kinetic Field, which summons an impassable circular barrier after a delay, trapping foes inside or blocking their path. Disruptor's ultimate ability is Static Storm: an area is covered by an electrical storm, silencing foes while inflicting heavy damage over time. The area is just the right size to cover the entirety of Kinetic Field, making for a great combo. With proper positioning, these abilities make Disruptor a fantastic teamfighter.

In Dota Underlords, Disruptor is a tier 4 hero belonging to the Brawny and Shaman alliances. His ability, Static Storm, silences foes in a large area while dealing damage over time.


  • Adaptation Species Change: Two ways. In the old DotA, he was in fact the Orc Warchief Thrall, but of course that would not go well with copyright, so he's changed into an Oglodi (similar to Axe and Warlock, both of them also derived from Orcs). The wolf is also switched to a dinosaur-like creature, or others depending on Disruptor's cosmetic items.
  • Anti Escape Mechanism: All of Disruptor's abilities can help prevent an enemy from escaping.
    • Thunder Strike reveals the target for the duration of the spell, making juking through trees impossible, and allowing players to land follow-up spells with ease. Not to mention disables the target's Blink Dagger.
    • Glimpse drags a unit back to where it was four seconds ago, and interrupts channeling. Combined with Thunder Strike, Disruptor can easily prevent any enemy hero within visual range from running away.
    • Kinetic Field restricts the movement of all enemies within, making them easy prey for AoE spells for up to four seconds. It can't be Force Staffed out of either.
    • Static Storm silences all enemies within its radius, and prevents the use of items if Disruptor has an Aghanim's Scepter. This means that being stuck in a Kinetic Field + Static Storm prevents enemies from using escape abilities, and they can't activate their Black King Bars to dispel the silence either.
  • Armless Biped: Every single of Disruptor's mounts (default or not) has two legs and no other limbs.
  • Barrier Warrior: A more offensive variant with Kinetic Field, which traps enemies within it. Although you can still blink out of it.
  • Big Creepy-Crawlies: The Rage of the Three cosmetic set provides Disruptor with three selectable insectoid mounts, as well as equipment with an insect motif.
  • Black Mage: Disruptor's kit revolves around nuking and screwing up with the enemy team's positioning as much as possible.
  • Blow You Away: With Kinetic Field:
    The stryder is immune to the gale-force winds that will consume its adversaries.
  • Defog of War: Thunder Strike reveals its victim over its duration, making it impossible to juke against Disruptor.
  • Difficult, but Awesome:
    • Three of Disruptor's spells are highly situational or rely heavily on positioning. His only real all-around spell is Thunder Strike, his nuke, but everything else relies on the positioning of the enemy, and even their past positioning, so it takes a lot of planning and anticipation to make the most of Disruptor's spells. But a good Disruptor can block an enemy's movements, stop them from escaping a gank attempt (or even prevent reinforcements from teleporting in to defend), silence an entire group of them at the right moment, and generally make teamfights a lot easier for the rest of his team.
    • Kinetic Field has a long (1,2s) delay and is visible to enemies during its formation, so good placement is essential. However, it's also the key to land a good Static Storm - no competent enemy will stay in the Static Storm unless you force them to.
  • Dragon Rider: A wingless, dromaeosaurid-esque variety.
  • Drop the Hammer: Used to throw balls of lightning.
  • Everything's Better with Dinosaurs: His stryder resembles a small, armless theropod dinosaur. One of his cosmetics is an actual dinosaur called "Gwanji the Thunder Lizard".
  • Four-Fingered Hands
  • His Name Really Is "Barkeep": 'Disruptor' is actually his given name in Dota 2, as opposed to the hero class in Dota 1.
  • Hostile Weather: Static Storm creates a gigantic thunderstorm that continually damages and silences all enemies in its radius.
  • Improvised Lightning Rod: He can turn his enemies into this using his first ability, Thunder Strike, and drop thunderbolts on their heads.
  • Just for Pun: Which raptor? This raptor.
  • Lead the Target: Because of Kinetic Field's very long formation delay, good placement is essential to correctly trap enemies inside one.
  • Lightning Can Do Anything: Including preventing the use of magic, creating solid force fields, and sending enemies back in time.
  • Lost Technology: His electric coils, which are the source of his abilities and were found in ancient ruins.
  • Magitek: His electric coils.
  • Monochromatic Eyes: As with the other Oglodi of this game. His are pure white.
  • Power Nullifier: Should Disruptor buy Aghanim's Scepter, Static Storm will not only silence the spells enemy heroes in its area of effect, but also prevent them from using items, one of the rare spells in the game with that effect.
  • Proud Warrior Race Guy: His people the Oglodi, though he wasn't a warrior himself. It is worth noting that all of the currently playable Oglodi (except Lifestealer) were orcs in the original Warcraft III DotA, another proud warrior race.
  • Psycho Electric Eel: His cosmetic mount Anguilla is a giant electric eel that somehow grew legs.
  • Shock and Awe: Harnesses the power of electric storms using the ancient power coil he found in a ruin. He can throw electrified orbs with his auto-attack, repeatedly zap an enemy with Thunder Strike, create an electric fence with Kinetic Field, or summon a localized electric storm with Static Storm.
  • Squishy Wizard: Standard for most Intelligence heroes, don't expect Disruptor to survive in the thick of a teamfight.
  • Teleport Interdiction: Glimpse can be used on an enemy hero who has just teleported near Disruptor to force them back to where they started (usually either the fountain, or Disruptor's teammates).
  • Weak, but Skilled: According to lore, he's considered weak among the Oglodi (which is justified when you look at another example of the Oglodi, Axe), but his powers come from his knowledge and craftiness.
  • Weather Report: Many of his lines are parodies of such.
  • Wizard Beard
  • Yellow Lightning, Blue Lightning: Blue, like most lightning in the game.
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    Aiushtha, the Enchantress 
https://static.tvtropes.org/pmwiki/pub/images/enchantress_2543.png
Voiced by: Gin Hammond

In a world ravaged by disasters, both natural and man-made, the Enchantress roams, spreading much-needed joy and healing wherever she goes. As she travels from forest to forest, she brings the stories of their inhabitants with her, acting as nature's messenger. Aiushtha's greatest desire is to one day see nature bloom again, as it did in the past.

Enchantress is a hero who excels at pushing and ganking. Strong both in lane and in the jungle, she is a versatile hero who can both carry and support. Her signature ability and namesake is Enchant, a spell whose effect varies depending on whether it's used on a creep, enemy hero: against heroes, it inflicts a powerful slow and purges positive buffs, but when used on a creep, it will fall under Enchantress' command for some time. This is the key to her playstyle, as these creeps can be used to destroy enemies and objectives quickly. Her passive ability Untouchable wracks anyone who dares physically attack her with guilt, inflicting a massive debuff to their attack speed. Nature's Attendant summons several healing fairies which cast their recovery spells on the Enchantress and her nearby allies: the healing is spread randomly amongst nearby targets, making it more effective when fewer heroes are in range. Though these spells make Enchantress seem like a support hero, her ultimate ability Impetus can allow her to deal frightening amounts of damage: this orb effect blesses Enchantress' spears, causing them to deal a bonus amount of pure damage which grows based on the distance between Aiushtha and her target. With this, she can rain death from a distance, taking off surprising amounts of health with each attack. Though she may be a cute and friendly spirit of nature, the Enchantress is a predator, and she's all too happy to remind you of that.

In Artifact, Enchantress is a green hero. Her Continuous Effect, Nature's Attendants, grants her and her neighbors +2 Regeneration. Her signature card, Verdant Refuge, is an improvement which increases the armor of allies by 1.

In Dota Underlords, Enchantress is a tier 1 hero belonging to the Savage and Druid alliances. Her ability, Nature's Attendants, creates a cloud of wisps that heal nearby allies.


  • Achilles' Heel: Though Enchantress is unusually resistant towards physical attacks thanks to Untouchable, a few nukes are often enough to put her down because of her bad Strength growth.
  • All-Loving Hero: Very friendly and perky, even to the most wicked of allies.
  • Apologetic Attacker: Some of her responses for killing heroes make her this... when she's not being a Deadpan Snarker.
  • Bambification: She's part deer.
  • Bare Your Midriff: The belly of Aiushtha's humanoid half isn't covered.
  • The Beastmaster: Enchant. If she can't control the target, the skill heavily slows them down.
  • Beware the Nice Ones: Yes, she's a Friend to All Living Things, but she can most definitely still bring the pain and convert creatures to do the same.
  • Blithe Spirit
  • Boring, but Practical: All Aghanim's Scepter does for Enchantress is increase her attack range. However, due to the way Impetus works, this alone offers her a significant damage boost while allowing her to stay away from the thick of the fight.
  • Carnivore Confusion: She's a doe-centaur, but...
    Enchantress (Killing a creep): ''Hey, I'm a predator!''
  • Combat Medic: Nature's Attendants summons a cloud of wisps that heal all allied units near Enchantress.
  • Fixed Damage Attack: Her ultimate, Impetus, deals more Pure damage the farther away the target is. On top of which, the distance is calculated once the spear lands, not when it's thrown, so you can deal extra damage by walking away between each attack, and if you have a Monkey King Bar you can potentially insta-gib someone in their fountain if they're at low-enough health during an escape teleport.
  • A Form You Are Comfortable With: Some of the heroes imply that a cheerful doe-centaur isn't her true form and purpose.
  • Fragile Speedster: Her base movement speed of 340 is the highest in the game, which means that an Enchantress with no items is still faster than many heroes with Boots of Speed. However, her base Strength is a measly 16, and her Strength gain per level is 1.3, the lowest in the game, which means she'll go down quickly to burst damage.
  • Friend to All Living Things:
    • Seems to give off this vibe.
    • Even Terrorblade is a friend of hers, if his ally line is of any indication.
  • Glass Cannon: Enchantress can deal frightening amounts of damage with Impetus, but has absolutely horrid Strength growth. While Untouchable and Nature's Attendants do bolster her survivability, she's still very easy to nuke down with spells, and most carries can simply stack enough attack speed (or build a Black King Bar) to make Untouchable a non-issue.
  • Horned Humanoid
  • Hypocrite: Thinks killing people is all good fun, until you hurt her at which point it becomes a massive crime.
  • Incorruptible Pure Pureness: Includes her Untouchable ability.
  • Irony: In the original DotA mod, Enchantress used the character model of the Dryad, a unit that is immune to magic but weak against physical attacks. Enchantress herself is heavily resistant to physical attacks and put down very easily by magic nukes.
  • Javelin Thrower: Her weapon is a javelin which, when Impetus is used, absorbs the power of nature during its flight, increasing its power.
  • Long-Range Fighter: Since Impetus deals the more right-click damage the farther Enchantress stands from her target, when played as a core she usually builds a Dragon Lance into Aghanim's Scepter, increasing her attack range to a total of 870 - a significant boost to her damage output when combined with Impetus. On the other hand, she can't do much against an enemy hero standing near her, and though Untouchable gives her some durability, it does nothing against spell immunity or nukes.
  • Magic Knight: Early in the game, Enchantress' contribution consists mostly of heals, creep abilities and slows. As she acquires items like Dragon Lance and Aghanim's Scepter, Enchantress' regular attacks with Impetus are strong enough to kill most heroes with a couple of attacks, if they stand far enough, and make her a semi-carry.
  • Monster Allies: Enchant can control creeps for 80 seconds. Taken Up to Eleven with her level 20 talent, which allows her to control ancient creeps.
  • My God, What Have I Done?: Weaponized with Untouchable: the guilt of attacking someone as beautiful as Enchantress results in a huge debuff to attack speed. Although for some reason, only auto-attacks trigger this effect: blasting her with magic is A-OK in everyone's book.
  • Nature Spirit: Aiushtha herself as well as her Nature's Attendants.
  • Obfuscating Stupidity: As described in her bio, she's not as carefree as she seems.
  • Obvious Rule Patch: A pre-emptive one: 6.87 introduced the Hurricane Pike, an item whose active ability gives a ranged hero infinite attack range for a set number of attacks against a single target. Perhaps due to the dev team realizing the amount of damage this could do in the hands of Enchantress, the same patch saw Impetus's damage cap being reduced by about half.
  • Our Centaurs Are Different: Her lower half is that of a doe.
  • Saying Sound Effects Out Loud
    Enchantress: ''Sproink!''
  • Some Dexterity Required: Good control of the Enchanted neutral creeps and illusions is crucial to Enchantress' success.
  • Spark Fairy: The Nature's Attendants are simply depicted as a cloud of points of light.
  • Why Won't You Die?: Due to a combination of Nature's Attendants and Untouchable, attempting to focus down an Enchantress via auto-attacks will most often fail, because Untouchable will completely neuter any attempts to attack her, while Nature's Attendants will quickly heal her back up as she takes any damage that happens to make it through.
  • You Have Outlived Your Usefulness: Oddly enough for her, when Enchant ends on a creep or jungle monster, it abruptly and instantly dies. Lore-wise, it's probably meant to represent Enchantress setting it free, with the instant death being a result of game mechanics.

    Enigma 
https://static.tvtropes.org/pmwiki/pub/images/Enigma_3.png
Voiced by: Jon St. John

Enigma is just as mysterious as his name implies, with countless theories as to his past and identity. Some say he was once an alchemist punished for hubris as he attempted to unlock the secrets of the universe; others claim that he is the primordial abyss personified, or that he is the sentient remains of the first dying star. What is known, however, is that he wields all the power of a Fundamental - a power capable of consuming entire worlds.

Enigma is a strong initiator and a highly efficient jungler, letting him quickly collect the items he needs to unleash havoc on the enemy. Malefice holds Enigma's enemies down by repeatedly disabling the target; once every couple of seconds, the victim will be damaged and stunned. Demonic Conversion will transform a non-hero unit into three Eidolons under Enigma's control. Eidolons will split after attacking six times, returning to full health after doing so. Midnight Pulse steeps an area in dark energy, destroying all trees in the area and damaging enemies for a percentage of their maximum health every second. Enigma boasts one of the most powerful initiation abilities in the game in his ultimate ability, Black Hole. When the ability is cast, Enigma will channel a vortex that sucks in all hapless enemies within its range, disabling them with its gravitational pull; once caught, there are very few ways for an enemy to escape. Although its long cooldown means that Enigma will have to use it judiciously, a well-timed Black Hole will crush the enemy into oblivion, giving them no chance to fight back.

In Dota Underlords, Enigma is a tier 5 hero belonging to the Primordial and Warlock alliances. His ability, Midnight Pulse, creates a pool of dark energy, continuously draining a portion of enemies' health while they stand in it.


  • Achilles' Heel: Amongst heroes with big teamfight ultimates such as Magnus and Tidehunter, Enigma is the most vulnerable to Rubick. Since Black Hole has to be channelled, if Enigma can't catch Rubick in its small area of effect, Spell Steal is guaranteed to give him Black Hole - enough to turn the tides of the fight. This is augmented by the fact that Spell Steal can pierce spell immunity, meaning that even if Enigma activates BKB or Glimmer Cape (which in the case of the latter is still vulnerable to detection), Rubick can still steal it in the 4 second channeling time. Similar principles apply for other spell immunity piercing abilities such as Vengeful Spirit's Nether Swap, Beastmaster's Primal Roar, Clockwerk's Hookshot, and so on. In fact, the only real way for Enigma to be completely safe while channeling his ultimate is to catch all enemy heroes who can interrupt him through spell immunity; even if he purchases a Linken's Sphere on top of Black King Bar and/or Glimmer Cape, he can still be interrupted by abilities like Reverse Polarity, Hookshot, and Berserker's Call.
  • Anthropomorphic Personification: He is a sentient manifestation of gravitational forces.
  • Armor-Piercing Attack: Midnight Pulse deals Pure damage that ignores spell immunity. Similarly, Black Hole will disable spell immune enemies, meaning that the only way to dodge either ability is to become invulnerable.
  • Art Evolution: Received a new hero model in 7.00 with a more well-defined figure.
  • Batman Gambit: The Summoning comic reveals that Enigma planted fake alchemical journals, under a fake identity, in order to lead power-hungry alchemists into crafting powerful artifacts that he can use.
  • Black Mage: Enigma is a purely offensive spellcaster, with none of his abilities having any direct defensive application.
  • Chunky Updraft: He is followed by a trail of rocks and dirt raised from the ground by his gravity. Rocks start orbiting him as a tiny asteroid belt when he's standing still.
  • Cyclops: When wearing the Twisted Maelstrom set, Enigma only has a large glowing eye dominating his forehead, instead of two normal eyes.
  • Difficult, but Awesome:
    • Black Hole is one of the most fearsome teamfight abilities in the game, disabling the entire enemy team for up to 4 seconds while dealing heavy damage. It is also very difficult to land as the enemy will rarely group nicely for you given the choice, and being a channelled ability, requires Enigma to catch all enemy heroes or buy BKB to prevent disruption.
    • It is possible for Enigma to solo Roshan with his Eidolons, but it takes a good amount of micromanagement and shifting aggro around as neither Enigma nor his Eidolons can stand up to repeated hits, as well as fast enough fingers to cast Demonic Conversion on an Eidolon before it expires.
  • Eldritch Abomination: The anthropomorphic personification of gravity and the void, and physically best described as a black hole in human shape.
  • Enemy Summoner: Demonic Conversion turns friendly or enemy creeps into three Eidolons, which are capable of self-replicating on successful attacks. Casting it on allied creeps instantly denies them, while casting it on enemy/neutral creeps will instantly kill them, making it a highly flexible spell (you can even cast it on existing Eidolons). You can even summon them on the catapults, which are always the hard to kill creep and the one immune to almost every spell (It nets you a very neat 75 gold).
  • The Fourth Wall Will Not Protect You: Black Hole can suck in interface elements like gold and damage indicators.
  • Glass Cannon: His Eidolons are less durable than Nature's Prophet's treants or Lycan's Wolves, and slower to boot, but their damage output once there's 6 of them is staggering, and their range makes up for the lack of mobility to some degree.
  • Glowing Eyes of Doom: Enigma and his Eidolons.
  • Gravity Is Purple: The enbodiment of gravity itself. Naturally, he gives off a purple aura.
  • Gravity Master: Malefice and Black Hole manipulate the gravity to stun enemies.
  • Gravity Sucks: Black Hole pulls all affected enemies into its centre.
  • I Am Not Left-Handed: In The Summoning comic, Enigma is summoned and apparently trapped in a chalk circle by an alchemist. He spends most of the comic letting the alchemist talk, and trying to trick him into letting him out. Then he reveals he could leave the circle at will anytime he wanted.
    Enigma: Did you really think you could become a god by singing nursery rhymes and making chalk drawings on a floor?
  • In the Hood: The Servants of Endless Stars cosmetic Eidolons wear a black face-obscuring hood.
  • King Mook: To the Eidolons.
  • Meaningful Name
  • Mechanically Unusual Class:
    • While most other support heroes would either be babysitting the carry, zoning out the enemy offlaner, pulling the lane and/or roaming for kills in the early game, Enigma doesn't - he is neither a good ganker, harasser, nor babysitter, and he needs a lot of farm for a support. However, there's a thing he excels at: farming, as Demonic Conversion makes him the fastest level 1 jungler in the game. Because of this, Enigma often stays in the jungle until he can get level 6 and a Soul Ring, which allows him to spam Demonic Conversion to push down towers with ease.
    • The term 'farm-dependent support' describes Enigma pretty well. Most supports need very few items, usually brown boots (and Blink Dagger for certain heroes) are sufficient (for example, Tidehunter, who can farm fast with Anchor Smash and only needs boots and Blink Dagger, is still considered 'too greedy' to be run in a 4 position), but Enigma needs, besides boots, a Soul Ring to solve his mana problems, Blink Dagger to get into position for Black Hole, and Black King Bar (and sometimes Linken's Sphere) to prevent himself from being interrupted when channelling. Yet he has a much faster farming speed than most other supports thanks to Demonic Conversion, so it's not uncommon to see him building utility items like Mekansm, Vladmir's Offering, Pipe of Insight and Necronomicon, items otherwise almost always built on cores.
  • Me's a Crowd: Enigma's Eidolons are actually aspects of himself from other dimensions.
  • Money Multiplier: With Demonic Conversion, Enigma is THE fastest early game jungler in the entire game, which allows him to farm up really fast, meaning that he's rarely starved for money unlike most other supports. Good Enigma gameplay primarily revolves around farming up utility items to give the team a huge advantage or making sure he can land a good Black Hole.
  • Mysterious Past: As befitting of his name.
  • The Nameless: Though he was named 'Darchrow' in DOTA.
  • Percent Damage Attack: Midnight Pulse, which does 5.25% damage per second for 11 seconds in a large area. Anyone stupid enough to stand in it for the whole duration loses nearly 60% of their heatlh. An upgraded Black Hole has a miniature Midnight Pulse added which stacks with the original. Using both at once nets 10.5% per second for 4 seconds and Enigma can use a Refresher Orb to reset the cooldown and do it again.
  • Power of the Void
  • Purple Is the New Black: He is a living black hole that is purple instead of black for some reason.
  • Self-Duplication: Enigma's Eidolons are able to multiply and fully heal themselves after 6 successful attacks.
  • Sentient Cosmic Force: He is actually one of the Fundamentals, the sentient manifestations of the four fundamental forces of the universe.
    Enigma, on a team with Io, Chaos Knight and Keeper of the Light: "The four pillars stand together once more."
  • Spawn Broodling: Demonic Conversion instantly kills a creep (friendly or enemy) and summons 3 Eidolons at its place.
  • Summon Magic: Demonic Conversion.
  • Time Abyss: As a Fundamental, he's literally as old as creation.
  • Too Awesome to Use: Black Hole has one of the longest cooldowns in the game (with only a few level 1 ultimate abilities tying, which gain shorter cooldowns when leveled up). This means that Enigma players will frequently be forced to die without casting their Black Hole because they need it for a major teamfight. It isn't uncommon for an Enigma to build single-target disable items just so that they have an option outside of Malefice.
  • Unrealistic Black Hole: Enigma's Black Hole hovers above the ground, sucking in every enemy (but not allies or terrain) in a very small area until it disappears or Enigma stops channelling.

    Grimstroke 
https://static.tvtropes.org/pmwiki/pub/images/grimstroke_icon.png
Voiced by: Steve Blum
The people of Ashkavor used to bind their souls to a guardian, who wields the power of ink to keep them safe. Grimstroke was the newest to be chosen for this position, a decision which would be their undoing. Grimstroke had always been obsessed with becoming more powerful, and in violation of a sacred law, he used ichor to make his ink more powerful. Unfortunately, the ichor also corrupted the ink, and instead of binding the villagers' souls to him, he was being bound to the ink. As he was being suffocated by the ink covering him, he realized a way to turn this situation into a way to further increase his power beyond what he ever thought to be possible: without hesitation, he used all his might to reverse the flow of the corrupted ink, turning it against the townspeople whose souls were bound to him. This transformed everyone in Ashkavor into an inky phantom, leaving him as the sole survivor.

Grimstroke is a hero who can both support his allies and tear down enemies with his unique spells. Stroke of Fate unleashes a wave of ink in a line after a wind-up period, slowing enemies from a long range while dealing damage based on the number of targets hit. With Phantom's Embrace, Grimstroke sends out the remnant of his beloved to tear apart an enemy. The target takes damage and is silenced until the phantom is destroyed or expires; if it reaches its full duration, the target also takes a large amount of bonus damage while the spell's cooldown is refreshed. The phantom can make for a potent distraction during fights, forcing foes to choose between turning their attention towards it or allowing their ally to take the full silence and damage. Ink Swell is a more supportive spell which covers an ally in ink, silencing them but also increases their movement speed. Enemies near the target are struck by tendrils which constantly damage them, and once the effect expires, it explodes, stunning and damaging nearby foes, with the power of the explosion increasing the longer enemies were within its area of effect. Grimstroke's most unique ability is Soulbind, his ultimate, which binds two enemy heroes together. Not only are they prevented from moving apart from each other, but any single-target spell used on one bound enemy will also affect the other, effectively doubling its power. This has tremendous combo potential with powerful single-target spells such as Laguna Blade or Fiend's Grip. With Aghanim's Scepter, Grimstroke gains Dark Portrait, a spell which summons an illusion of an enemy hero which deals increased damage.


  • Art Attacker: His weapon is a giant paintbrush and magical paint.
  • Battle Couple: A particularly twisted example. Grimstroke has his lover fighting alongside him as a phantom thrall bound to his will.
  • Even Evil Has Loved Ones: One his few positive traits. When Grimstroke sacrificed his people to harness the corrupted ink's power, it included his lover (now the phantom summoned by Phantom's Embrace). Her fate was the only one for which he showed any resemblance of regret.
  • Fantastic Racism: Hates the three Spirits (Kaolin, Xin and Raijin) for unknown reasons.
  • Glowing Eyes of Doom: His eyes glow yellow, and he's most definitely an evil person.
  • Guttural Growler: Grimstroke speaks in a deep, throaty, emotionless growl. He is voiced by Steve Blum, after all.
  • Herd-Hitting Attack: Stroke of Fate does more damage the more targets it hits.
  • It's All About Me: He is not concerned about anything beyond increasing his own power, to the point that he sacrificed his own people to do so.
  • Long-Range Fighter: Grimstroke's offensive abilities have relatively long cast ranges, allowing him to ravage enemies from the sidelines without needing to get up close and personal. And he'll generally want to, as surviving damage isn't his forte.
  • Mad Artist: An evil calligrapher that uses his brush and ink to channel dark magic, leaving behind destruction in his path.
  • Personal Space Invader: Phantom's Embrace summons a phantom that latches onto the target and doesn't let go until its duration expires, silencing them and dealing damage all the while.
  • The Sociopath: Grimstroke cares only for gaining great power, breaking the sacred laws of his people and sacrificing all of them to achieve it with no pity or remorse.
  • Synchronization: Soulbind links two enemy heroes together, which not only restricts their movement, but also causes single-target spells cast on one to also hit the other (with a few exceptions, like Omnislash and Nether Strike). This also applies to items, allowing Grimstroke to make good use of items like Rod of Atos and Dagon.
  • Twin Maker: Aghanim's Scepter gives Grimstroke a new ability, Dark Portrait, which creates a powerful illusion of an enemy hero.
  • Vile Villain, Saccharine Show: Grimstroke's backstory and theme are much Darker and Edgier than almost every other hero before him, and he has no comedic or whimsical traits whatsoever. Considering that the Dota 2 roster includes things like Doom and Night Stalker, that's saying something.
  • Where I Was Born and Razed: Grimstroke sacrificed the souls of everyone in his town in order to save his own life and increase his power.
  • Wicked Cultured: For all his evil, Grimstroke is surely an art connoisseur. He comments on Monkey King's literary output, among other things.

    Carl, the Invoker 
https://static.tvtropes.org/pmwiki/pub/images/Invoker_5947.png
Voiced by: Dennis Bateman

The magical arts require great amounts of memorization: each spell has its own unique and complex formula needed to cast it, and as a result it is rare for a single magician to learn more than a small handful of incantations. It is hard to imagine then that one person, the Invoker, has the sheer intellect to memorize at least ten different spells, each of which he can cast without much effort. In fact, he has learned many more invocations during his life, which he willingly allows himself to forget in order to save his brainpower for only the best spells. Thanks to the Sempiternal Cantrap, a spell which grants its caster nearly eternal life, the Invoker has been around for centuries, but unlike most of the spell's users, he proudly flaunts his longevity openly. After all, a genius of his caliber fears no one.

The Invoker is an unorthodox Intelligence hero, generally played as a midlane carry and initiator. The abilities he learns by leveling up are simple reagents, manifesting as orbs which grant him control over one of three elements and provide bonuses while active. Invoker can have up to three orbs active at any one time, and activating one reagent adds an orb of that reagent (replacing the oldest if he already has three). Quas grants manipulation of ice and bonus health regeneration, Wex allows manipulation of electricity and bonus movement and attack speed, and Exort gives access to fire and increases attack damage. Invoker's true potential, however, lies in his ultimate ability, which allows him to Invoke one of ten spells based on the active reagents. These spells are not leveled directly; instead, their power is dependent on the levels of the appropriate reagents. Invoker's arsenal gives him a plethora of options, from debilitating foes with Cold Snap, Tornado and Ice Wall, to pushing lanes with Forge Spirits and Alacrity, to devastating enemy teams with EMP, Chaos Meteor, and Deafening Blast, to picking off fleeing enemies with Sun Strike, on top of making a quick getaway with Ghost Walk. While difficult to learn, he is not to be taken lightly, as the only limits the Arsenal Magus's potential knows are the ones imposed by the player behind the controls.


  • Achilles' Heel: Spell Immunity cancels out most of his arsenal, which is a death sentence for a scaling nuke-based hero who can't simply rely on early game power, then hand the reigns to physical fighters later.
  • Adaptation Name Change: In the original DotA, Invoker's name was Kael, which obviously cannot be ported to Dota 2, as it was also the name of a Warcraft character, so he was renamed 'Carl', according to several lines of himself, Undying and Mirana.
  • Anime Hair: Two of Invoker's Immortals, the Magus Apex and the second style of the Dark Artistry Hair (which is implicitly based on the Magus Apex), big manes of spiky, blond, glowing, gravity-defying hair.
  • The Arch Mage: When it comes to the sheer variety of spells known, the Invoker is unmatched, having access to over ten spells when most other magi barely reach four.
  • Ascended Meme: His name, Carl, comes from a Google Translate of a "leaked" changelog. The original Invoker was named 'Kael', after a Warcraft character. When a fake Chinese changelog was posted on the PlayDota forums, it was Google Translated, and "Kael" was translated as "Carl". In Dota 2, where the name Kael cannot be reused for legal issues, Invoker is renamed to 'Carl', according to several lines of himself, Undying and Mirana.
    Icefrog, commenting on the Invoker "nerf": Carl had it coming.
  • Awesome, but Impractical: One of his talents allows him to cast Cataclysm instead of Sunstrike, which automatically calls two Sunstrikes on each enemy hero. The downside is that the Sunstrikes are randomly cast at two random spots near each enemy, so it's possible that only one of them will hit, and a lot more likely that neither will since it's impossible to Lead the Target with this ability. Additionally, using Cataclysm will put Sunstrike on a much longer cooldown than usual. The talent can situationally be useful when paired with Enigma's Black Hole or Magnus' Reverse Polarity, but only if they can consistently catch multiple targets with these abilities.
  • Badass Bookworm: Invoker is a genius and has the second highest intelligence growth, and it is generally a bad idea to underestimate him in combat.
  • Badass Long Robe
  • Beam Spam: If he takes the Cataclysm talent at level 20, Invoker can use it to cause 2 random Sun Strikes to fall on all nearby enemies (after the normal delay). In a big teamfight, this can get messy quickly as the enemy heroes try to dodge all the 10 Sun Strikes that are about to fall on their heads.
  • Black Mage: Except for Ghost Walk and Alacrity, 8 out of Invoker's 10 spells are offensive to some degree, and even then, Alacrity is an offensive buff.
  • Boring, but Practical: All his Aghanim's Scepter upgrade does is give his spells one extra level in the stats provided by Quas, Wex, and Exort and shorten the cooldown and remove the mana cost on Invoke. It doesn't add any flashy new abilities or new functionality to Invoker, but it's still considered one of the best Scepter upgrades in the game because it upgrades everything he already has and lets him Invoke to his heart's content, to the point where Invoker is just about the only hero for whom the Scepter is a priority purchase every game.
  • Calling Your Attacks: In three different ways, no less. He can call out the spell's name, call the spell's Invoke combination, or use the spell's proper lore name (listed as Flavor Text on the spells themselves). For instance, Sun Strike can be called out as any of the following:
    "Sun Strike!"
    "Exort Trionis!"
    "Harlek's Incantation of Incineration!"
  • Canis Latinicus: Some of the responses for his spells.
  • Casting a Shadow: The Dark Artistry set adds a purplish shadow tint to Invoker's Tornado and Deafening Blast.
  • Child Prodigy: The "Acolyte of the Lost Arts" hero persona turns Carl into a younger version of himself. He's just as powerful and talented as the adult version. In the lore, it's said that he was the star pupil at his academy.
  • Colony Drop: Chaos Meteor pulls an asteroid from orbit and throws it at the target point, where it will roll and deal damage to anything in its path. It rolls farther the more Wex levels you have, and deals more damage the more Exort levels you have.
  • Combos: Invoker play revolves around mostly using two effective skills in a combo since Invoke's cooldown is too long early on to do much more other than for special emergencies. Using Deafening Blast to keep enemies in the area of Chaos Meteor to inflict serious damage, Tornado to prevent enemies from escaping the area of EMP before it detonates, and using Forge Spirits to trigger Cold Snaps lock down and capitalize on it with physical damage are the three primary combos, each primarily focusing on two reagents.
  • Confusion Fu: Invoker has three "reagents", which grant stat bonuses as well as minor regeneration, movement and attack speed, or damage bonuses when active; and Invoke, which gives Invoker a spell based on which reagents are active at the time. Since there are ten possible combinations and the effects include summoning, buffing, disabling, creating temporary walls, four different attack spells (one with unlimited range), and turning invisible, it's very difficult to tell what an Invoker will do next. Since Invoker is limited to having two spells ready at a time, it also makes him Difficult, but Awesome.
  • Death from Above: Chaos Meteor and Sun Strike. The latter is a beam that can be fired anywhere on the map that can be upgraded into Cataclysm, which casts extra 2 Sun Strike around all heroes.
  • Delayed Explosion: EMP takes some seconds after casting to activate. Because of this, a good setup skill, usually Tornado, is essential for Invoker to land a good EMP.
  • Difficult, but Awesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, Deafening Blast, which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Aghanim's Scepter or Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him).
    • Sun Strike is this, amongst Invoker's spells. It deals spread out damage over a small area and has a long delay, forcing players to predict their victim's movement and assure that no creep wave will come to shield him. But good Sun Strikes can be used to snipe enemies from pretty much everywhere on the map, even near the fountain where they think they're safe.
    • However, for the most part, his actual combos aren't very difficult to land, especially when compared to abilities such as Mirana's Sacred Arrow. Most of them just consist of "Shoot these two skills right after each other at the same location", such as his bread-and-butter combos of each build. The difficulty lies in memorizing the combinations for the spells and being able to reliably Invoke them while under pressure from the enemy.
  • Early Installment Weirdness: The first version of Invoker had a whopping 27 spells, and the order of the reagents mattered for Invoke. This was ultimately scrapped for being a nightmare to learn, play, and balance, and Invoker was removed from the game entirely for a time before being reintroduced with his current 10 spells.
  • Elemental Powers: He is perhaps the most glorious user of such powers; manipulation of each element grants bonuses to one attribute and a temporary buff to a related skill.
    • Quas provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
    • Wex (a combination of Shock and Awe and Blow You Away) grants extra attack and movement speed while active, and buffs his spells' range or area of effect.
    • Exort increases attack damage while active, and Exort-based spells tend to focus on raw damage.
  • EMP: The name of one of his abilities, which deals damage, burns mana and returns part of that mana to Invoker.
  • Fast as Lightning: Having Wex reagents active, which are associated with lightning, grants increased movement speed.
  • Final Boss: A super beefed-up Invoker served as the final boss for the 2017 Dark Moon event.
  • Fire, Ice, Lightning: The basic reagents of his spells are Quas (Ice), Wex (Storm), and Exort (Fire).
  • Flaming Meteor: Chaos Meteor deal damage-over-time when a foe touches the meteor. The distance of the meteor and the damage is based on his current power of Wex and Exort, respectively. It takes time for the meteor to land and move, so synergy with his other skills is necessary for maximum damage.
  • Flowery Elizabethan English: When he's not speaking in Canis Latinicus.
  • Foil: To Rubick, both are arguably the most generic mage-type heroes, with no additional theme; Invoker wears white and gold, Rubick dresses in black and green; Invoker's practically a walking mass of ego while Rubick's a Nice Guy; Invoker only uses the 10 spells he has, seeing everything else as beneath him and isn't all that bright, relying on his memory; Rubick on the other hand, is very adaptable and a quick learner, but is also rather forgetful.
  • Functional Magic: His ability to cast magic lies in his excellent memory.
  • Fun with Acronyms: His responses give creative definitions for EMP such as "Extractive Mana Pulse" "and "Endoleon's Malevolent Perturbation". Quas Wex Exort are more obvious, with the first letters for each being the keyboard hotkeys for those skills.
  • Gale-Force Sound: Deafening Blast knocks victims back and temporarily disables their right-click attack.
  • Glowing Eyes of Doom
  • Harmless Freezing: While Cold Snap and Ice Wall do deal damage, it's mostly incidental next to the stun and area slow.
  • Healing Factor: Invoker gains bonus HP regeneration if he has Quas orbs active (which stack directly with each other). This allows him to shrug off harass damage fairly reliably in-lane, and replenish health over time with enough levels of Quas.
  • I Have Many Names: Acquired from all the ages he's lived, but his name of power is... CARL.
  • Insufferable Genius: Constantly prattles on about his (Supposedly) superior intelligence.
  • Invisibility: Ghost Walk turns Invoker invisible immediately (meaning there's no fade time), and slows enemies nearby depending on his Quas levels. While it initially makes him slower as well, he can start moving at normal speed (or even faster) once he has four or more levels of Wex.
  • It's All About Me: Basically, to him, there's two kinds of people in the world: Him, and people that aren't him, the latter of which are worthless.
  • Jack-of-All-Trades: Because of his massive stock of spells, Invoker can be built to fill almost any utility role that his team needs, whether it's Quas-Wex for crowd control, Wex-Exort for pushing and damage output, or Quas-Exort for single-target damage and pickoffs.
  • Jerkass: Claims he did all the work after a win, doesn't acknowledge his enemies' existence, and doesn't even bother to learn who's on his side.
  • Kill It with Fire: Exort, the reagent associated with fire, gives Invoker bonus attack damage while active. Exort-based spells likewise form the bulk of Invoker's damage output, and leveling Exort tends to increase those spells' raw damage.
  • Kill Sat: Sun Strike has a global range and deals Pure damage. Its damage is distributed evenly on all enemies hit, and it has a very small radius, on top of having a 1.7 second strike delay (requiring players to Lead the Target), however it can be used to snipe enemies anywhere on the map, even in their fountain where they think they're safe.
  • Know-Nothing Know-It-All: Despite his constant claims of being the smartest, his actual intelligence is unremarkable, largely getting by through memorization — and even that can fail if you mess up the spell combinations. This is ultimately zigzagged: while he is capable of learning other spells, he prefers not to remember them (presumably to make space for his own ego) and he does boast the second highest Intelligence growth in the game, after Pugna, although his base intelligence makes him hard to take seriously.
  • Kung-Fu Wizard: Gaster, the wizard who invented the Alacrity spell in-lore, was implied to be one of these by the description of the Magus Accord Immortal item. The spell in question lets Invoker become one as well by giving him a surprising amount of physical damage output, particularly if he also has Exort orbs active.
  • Lead the Target: Sun Strike has a delay before inflicting its damage, requiring a good Invoker player to predict where the target will be in the next few seconds.
  • Leaning on the Fourth Wall: His background story leans heavily on Dota 2's metagame; only a few heroes have more than four abilities, and even then there's usually at least one passive among them. The ability for any player to use Invoker well depends on their memory of which reagents are required for each spell, as well as their knowledge of how powerful those spells are based on how many levels are in each reagent. Also, his story mentions him learning and then purging from his mind many spells, possibly as a reference to the 27-spell Invoker from the early days of DotA.
  • Limited Move Arsenal: Invoker can only hold two spells at a time. Leveling up his ultimate shortens its cooldown, but good Invoker play involves being able to juggle all the spells and Invoke what's needed beforehand while removing spells that are on cooldown.
  • Linear Warriors, Quadratic Wizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 18 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 1 to level 25, making him extremely level-dependent but allowing him to remain useful into the late game.
  • Mana Burn: Invoker's EMP ability lays down an electric blast over a massive area that explodes 2.6 seconds after he casts it. Any enemies in the area will have a part of their mana pool destroyed (based on the levels of Wex), and half of that amount converted into damage done to them.
  • Mana Drain: Half of the mana destroyed by EMP is given to Invoker.
  • Man in White: His default robe is white with golden lining on the outside.
  • Monochromatic Eyes
  • Mystical White Hair: The Trials of the Blackguard Magus and Dark Artistry sets come with manes of bleached-white hair.
  • Narcissist: Just to give an idea of how bad he is compared to the other egomaniacs in this game (who also have plenty of "Look at me!" or "I am the best!" lines): Invoker is the only hero to have zero special interactions with other heroes, like greeting an ally, taunting a rival or acknowledging a Worthy Opponent. Nope, he is so self-absorbed he doesn't bother to learn anyone's names, they mean nothing to him.
  • Non Standard Skill Learning: Unlike any other hero in the game, Invoker cannot directly learn his various spells via leveling up; he must first skill the necessary reagents for the spell, then Invoke them in the correct order to temporarily gain access to that skill. Additionally, Invoke only has one level and is known automatically at level 1, making it more of an innate ability than an actual ultimate.
  • Palette Swap: The cosmetic Forged Spirit Sentinel of the Blackguard Magus bears more than a passing resemblance to Ancient Apparition.
  • Pet the Dog: If he's healed by an item used by an ally, Invoker still has enough decency to thank them, despite being a Jerkass Narcissist on a very high caliber. Compare with Troll Warlord, who doesn't even thank the healer.
  • Planar Shockwave: With one of his level 25 talents, Deafening Blast becomes a massive circular explosion.
  • Power Makes Your Hair Grow: The Magus Apex Immortal hair, which looks much more prominent than Invoker's default hairstyle.
    The Sol Apex Incantation, forgotten for over nine thousand years, promised its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. Only one would dare be so bold.
  • The Power of the Sun: Sun Strike focuses the sun's rays into a powerful beam of energy which can be aimed at any point on the map.
  • Really 700 Years Old: Due to the Sempiternal Cantrap.
  • Sesquipedalian Loquaciousness
  • Shoulders of Doom: The rather aptly named cosmetic Heaven-Piercing Pauldrons, which extend at least half a metre over Invoker's height. Apparently they serve as a reminder that even the depthless celestial realm is vulnerable to being punctured by Invoker's power.
  • Shout-Out:
    • His death animation is very similar to timelord regeneration.
    • The Magus Apex Immortal item gives him Super Saiyan hair. Made more obvious by the description, which makes a point of stating that the incantation was forgotten for "over nine thousand years."
  • Some Dexterity Required: Managing Invoker's spells before getting Aghanim's Scepter can be (comparatively) straightforward once you learn which reagents are required for certain spells, since there's still at least a 6 second cooldown on Invoke, giving you plenty of time to think about what spell you need next. Once you grab an Aghanim's Scepter (and maybe an Octarine Core) though, you can essentially barrage the enemy with every single spell you have, since the cooldown on Invoke drops to 2 seconds, meaning that you have to be quick with your thinking and key presses in order to make the most of it.
  • Special Person, Normal Name: His true name of power is Carl.
  • Squishy Wizard: While Invoker has the second highest Intelligence growth in the game and a very wide array of spells, his Strength and Agility are both fairly lacking. He could counteract this in older patches by taking levels in Quas, as it used to give him bonus Strength per level.
  • Status-Buff Dispel: Tornado can remove buffs similar to Eul's Scepter of Divinity.
  • Summon Magic: Forge Spirits summons a minion to fight alongside you. With the appropriate level 15 talent, Invoker will summon two of them instead of one.
  • Super Speed: Invoker starts out with the second-lowest base movement speed in the game (tied with Death Prophet and Crystal Maiden), but gains bonus movement and attack speed with active Wex orbs. With enough levels of Wex and an active Ghost Walk, Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.
  • Time Travel: In the lore for the "Acolyte of the Lost Arts" hero persona, it is explained that one version of Carl learned a time travel spell when he was a child, and used it to jump into the future and take the place of the adult Invoker.
  • Tornado Move: Tornado throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (based on Invoker's Quas level). It has an absurdly long range if you level Wex enough (well beyond visual range starting at 4 levels).
  • Unwanted Assistance: Tornado gives the enemy invincibility for the duration of the spell, and unlike most such effects, hits a large area. Invoker setting up his combo with Tornado can often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above.
  • Wizards Live Longer: Thanks to the Sempiternal Cantrap spell (which Invoker purged from his memories the moment he used it).

    Jakiro, the Twin Head Dragon 
https://static.tvtropes.org/pmwiki/pub/images/jakiro_icon.png
Voiced by: Dave Fennoy

Pyrexae dragons are always born in clutches of two eggs; no more, no less. Vicious even from their first moments, the hatchlings will fight their sibling, with only the stronger surviving and passing its strength on. Jakiro is not like most Pyrexae; born from a single egg, with two heads and two minds in a single body, the twins wield both ice and fire to unleash the full wrath of the Pyrexae upon their foes.

Jakiro specializes in inflicting heavy damage and powerful disables across multiple enemies, freezing them in place and burning them to a crisp. Dual Breath combines the two into a single spell, unleashing a blast of ice to slow enemies followed by a wave of fire to burn them over time. Ice Path creates a long trail of ice that solidifies after a short delay, freezing and stunning enemies within and making them easy prey for Jakiro's other abilities. Liquid Fire is an attack modifier that causes Jakiro's next attack to burn enemies in an area, inflicting damage over time and greatly slowing their attack rate. This ability even works on buildings, letting Jakiro push down towers with impunity by neutralizing their attacks. Jakiro's ultimate ability Macropyre sets a long section of ground in front of it aflame, dealing intense damage over time to any enemy standing within; Aghanim's Scepter increases the range and causes the flames to deal more damage and last much longer. Whether in a push or a fight, Jakiro's power over frost and flame make it a significant threat.


  • Acrophobic Bird: In the same vein as Viper, he actually does fly, but is treated as a ground unit in-game.
  • Anti-Structure: Buildings are fully affected by Liquid Fire, both the damage and attack speed slow.
  • Armor-Piercing Attack: Macropyre deals pure damage that pierces spell immunity with one of Jakiro's level 25 talents.
  • Art Evolution: The patch 7.03 update gives him new model.
  • Badass Baritone: One of the heads has a rather deep voice. If in-game lines and Mouth Flaps are to be believed, it's the blue one.
  • Black Mage: All of Jakiro's spells are designed to be used in teamfights, where he can potentially stunlock an entire team, then follow up with Macropyre, which just by itself does almost 200 damage per second over a large area of effect.
  • Breath Weapon: All of Jakiro's spells, as well as his right-click attack.
  • Can't Catch Up: Like Pugna, Jakiro is one of the least hard carries in the game - because he has a mediocre right-click and his spells don't scale very well in actual damage, he falls off hard around the 25-30 minute mark, so usually he has to end the game before that point.
  • Conjoined Twins: Jakiro is essentially the Pyrexae equivalent of this: unlike others who are born in clutches of two, Jakiro was born from a single egg with two heads and two minds in one body.
  • Disc-One Nuke: Ice Path only costs 90 mana per use, and creates a wall that damages and stuns everyone in its path, with a short cooldown. With Jakiro's high mana pool, it can essentially be cast over and over again in the early game, potentially turning your lane into a complete massacre, and it is still very potent all the way into the inevitable late-game teamfights.
  • Fire/Water Juxtaposition: Ice being solid water, after all.
  • Flying Brick: Jakiro is a dragon and one of the most durable Intelligence supports in the game.
  • Gameplay and Story Segregation: The lore of Macropyre suggests that it's a combination of ice and fire. Visually as well as in its effect, it seems to be just fire.
  • Giant Flyer
  • Glowing Eyes of Doom
  • Gradual Grinder: None of Jakiro's nukes deal much initial damage, but the damage-over-time of Dual Breath, Liquid Fire and Macropyre, given enough time, can reach or even exceed the damage of the equivalent nukes of other heroes. In particular Liquid Fire is very useful for tower pushing as it reduces their attack speed and deals damage even if Jakiro and his teammates are not staying in tower range to attack it. Hit-and-runs with Liquid Fire can reduce tower health significantly.
  • Harmless Freezing: Ice Path deals very little damage next to the stun. Dual Breath as well: the ice breath slows the targets, but deals no damage at all. Compounded by the fact that the ice breath is released a bit before the fire breath, meaning that it's possible to walk away unscathed from Dual Breath if the former hit but the latter did not.
  • Herd-Hitting Attack: His normal Macropyre + Ice Path + Dual Breath + Liquid Fire combo makes chasing an enemy hero in a tight group a very bad idea.
  • Human Popsicle: Makes others this with Ice Path.
  • An Ice Person: His right head has ice breath.
  • Jack-of-All-Stats: Because of his slow, stun, generally high area of effect damage with his skills, and relative item- and level-independence, Jakiro is most of the time played as a support that fits well in most teams. On the other hand, he is also a rather potent mid, can survive the offlane due to his tankiness and can even be ran as an early game carry in a trilane as well. Because of the 4 second cooldown, 0 mana cost, and tower destruction power, Jakiro's Liquid Fire, which combined with Dual Breath for quick creep-clearing ability, allows Jakiro to push down towers very quickly and snowball his entire team with tower bounty for early wins.
  • Kill It with Fire: Liquid Fire and Macropyre deal large amounts of splash damage over time. Dual Breath combines fire and ice to both slow and damage enemies over a large area of effect.
  • Mighty Glacier: Can do a lot of damage to groups of heroes, and has good strength growth for an Intelligence hero, the only problem is that his cast point (0.65 seconds) leaves something to be desired.
  • Multiple Head Case: Both heads appear to think individually, and they seem to get along well. However, they're still not above occasionally bickering among themselves.
  • Our Dragons Are Different: A two headed dragon that breathes ice and fire, but his species is one-headed and breathes either ice or fire. Like traditional western dragons he has a lair where he hoards his riches.
    Jakiro (last hitting): "Gold for our lair."
  • Playing with Fire: His right head has the traditional fire breath.
  • Shout-Out: Jakiro's original lore, which described it as having been found gnawing on the roots of the World Tree, was one to the Nidhoggr of Norse Mythology.
  • Single-Minded Twins: Jakiro is technically a pair of conjoined twins, as evidenced by his backstory and the heads' tendency to refer to each other as "Brother".
  • Spell Blade: Liquid Fire periodically adds an attack slow and damage-over-time to Jakiro's right-clicks.
  • Splash Damage Abuse: He can even hit and disable invisible targets with his AOE spells.
  • Voice of the Legion: Most of his lines are meant to sound like two people speaking at once. Justified because they are two people speaking at once.
  • Volcanic Veins: His fiery half has red ones and his icy half has blue.
  • Wings Do Nothing: Like all other winged heroes except for Batrider and Winter Wyvern.
  • Yin-Yang Bomb: Especially with Dual Breath and Macropyre, which combine the powers of both heads.
  • You Are Already Dead: If Jakiro can apply both his Dual Breath and Liquid Fire to a target, he can apply a grand total of 500 damage over 5 seconds, which in the early to mid game can end up finishing off an escaping/invisible enemy hero, assuming they don't have a purge, dispel, banish or enough sheer regen.

    Ezalor, the Keeper of the Light 
https://static.tvtropes.org/pmwiki/pub/images/Keeper_of_the_Light_4766.png
Voiced by: Nolan North

Appearing as a doddering old man who can hardly remember what he's doing, Ezalor is nevertheless one of the Fundamentals of the universe. Breaking free of the Primordial plane at the dawn of time, he rides forth, bestowing the gift of light to all planes, always one step ahead of the chaos that pursues him.

Keeper of the Light is a potent one-man support team, with powerful abilities for aiding his allies and debilitating enemies. Illuminate is a channeled ability that, when released, unleashes a wave of light that deals damage to all enemies in its path; the longer Ezalor channels the ability, the more damage it deals. Blinding Light is a teamfight-oriented spell that knocks back and damages enemies in an area and blinds them, causing them to miss most of their attacks. Keeper of the Light can keep his allies' mana topped off and drain his enemies' with Chakra Magic. When cast on an ally, it restores mana and takes a few seconds off their abilities that are currently on cooldown, while using it on an enemy causes them to leak mana as they move. With his ultimate ability, Will-o-Wisp, Ezalor summons an Ignis Fatuus, a spirit of light which periodically emits a charming glow, hypnotizing enemies and forcing them to look at it.

In Dota Underlords, Keeper of the Light is a tier 4 hero belonging to the Human and Mage alliances. His ability, Illuminate, charges up a blast of energy before releasing it, dealing heavy damage which grows the longer it is channeled.


  • Animal Motifs: Horses, which show up as part of a charged up Illuminate and gives it an neighing sound effect.
  • Anthropomorphic Personification: Of light.
  • Anti Escape Mechanism: One of his old skills, Mana Leak (since combined with Chakra Magic) drained the target's mana as they moved, and stunned them for a long duration if they hit zero mana. This means that not only were they vulnerable for a long time while stunned, but by the end of it they had zero mana for casting escape spells or using Town Portal Scrolls.
  • Arch-Nemesis: Chaos Knight, who has pursued him through numerous planes of reality.
  • Ascended Glitch: When he was created in Dota 2, Illuminate had 25% extra range by a glitch. This was eventually removed briefly before being reinstated and extended back to DotA as well.
  • Bald of Awesome
  • Blinded by the Light: Blinding Light blinds its targets with light.
  • Blown Across the Room: One of Blinding Light's secondary effects is a short-ranged knockback based on how close the target is to the center of the blast. However, this can actually displace people up or down terrain, and at least one major game at The International 3 was turned around due to this happening to the other team's core melee carry.
  • Boring, but Practical: Chakra Magic is one of the simplest skills in the game, but its ability to replenish mana on demand makes Ezalor one of the deadliest supports in the game since he can keep his whole team in the field for longer without having to return to base.
  • Charged Attack: Illuminate's drawback is that leveling it increases its mana cost (which makes it extremely costly to cast in quick succession even with Chakra Magic), and only increases its channeling time, during which KotL is forced to remain stationary and vulnerable to attack, and giving his opponents more time to get out of the way. To get the full 500 damage out of the nuke, the spell has to be channeled for the full 5 seconds, which makes it much more likely to miss.
  • Chivalrous Pervert: He will hit on any female hero who happens to be on his team, up to and including Broodmother. Makes more sense if you realize he's not nearly as human as he looks.
  • Dirty Old Man: Played up as this, though in actuality he's closer to the above trope.
  • Combat Medic: With Aghanim's Scepter, Illuminate can heal any allied units it hits during the day.
  • Cooldown Manipulation: Chakra Magic takes a few seconds off its target's cooldowns.
  • Crouching Moron, Hidden Badass: Although looking and acting like a stereotypical old coot, Ezalor is really the personification of light, and when danger is afoot, he shows it off.
  • Defog of War: Illuminate gradually gives more and more unrestricted vision around KotL as it's channeled (meaning it sees over trees and hills).
  • Elemental Embodiment: Of light.
  • Expy: Of Gandalf. The Dota 2 wiki has more on this.
  • Glowing Eyes: With Spirit Form.
  • Grumpy Old Man: In some of his quotes.
  • Holy Hand Grenade: Illuminate is arguably KotL's signature ability. It has an extremely long range, wide radius, and at maximum level can deal up to 500 damage (700 with talent) to anything caught in its path. It also only has a 10 second cooldown.
  • In the Hood
  • Light 'em Up: Virtually every single one of his abilities utilizes light in some way or other.
  • Light Is Good: The Keeper is the reason why light exists in the first place, having brought it to the realms after his escape from the fundamental plane. Without the light, the world of Dota 2 would have been nothing but a dark hellscape populated by horrific monsters not unlike the Night Stalker.
  • Magic Staff
  • Mana Burn: When used on an enemy, Chakra Magic causes the target to lose mana as they move. Basically, a mana version of Bloodseeker's Rupture.
  • Mix-and-Match Critters: Tendrillar, the mount that comes with the Crucible of Light set, is a horse that has ram's horns.
  • Mounted Combat: Generally an ordinary white horse, but cosmetic items can chage it to creatures like a reindeer or a unicorn.
  • Non Standard Skill Learning: In previous versions, the Keeper of the Light had to use his ultimate, Spirit Form, to learn two new abilities, Recall and Blinding Light.
  • Pegasus: His Wings of Daybreak Immortal mount is a winged horse.
  • Rambling Old Man Monologue A lot of his lines make fun of this.
  • The Red Mage: Ezalor can regenerate his allies' mana with Chakra Magic and heal them with Illuminate if he has Aghanim's Scepter. Illuminate also nukes down enemies, and Blinding Light cripples their physical attacks.
  • Regenerating Mana: Chakra Magic restores a set amount of mana on a target ally, and can be cast on yourself. In the early laning stage, this allows any lane with a KotL to constantly harass or gank their opponents without worrying about running out of mana.
  • Robe and Wizard Hat: His outfit.
  • Sentient Cosmic Force: Keeper of the Light is the manifestation of light.
  • Squishy Wizard: All the phenomenal cosmic power of a Fundamental, with all the durability of a fragile old man.
  • Super Mode: Ezalor's previous ultimate, Spirit Form, didn't boost any of his stats, but instead granted him access to two new abilities, and upgraded his main damage nuke. Aghanim's Scepter made this permanent.
  • Teleportation: One of his previous skills was Recall, usable only during Spirit Form, which brought an allied hero to your location from anywhere on the map.
  • Temporary Blindness: Blinding Light temporarily blinds the affected enemies, causing them to miss 70% of their attacks for 5 seconds.
  • Time Abyss: Being a Fundamental, he is literally as old as creation.
  • Unicorn: Ezalor's One Horn mount. No points for guessing how it differs from a normal horse.
  • White Stallion: His default mode is a white horse.
  • Wizard Beard

    Leshrac, the Tormented Soul 
https://static.tvtropes.org/pmwiki/pub/images/Leshrac_1359.png
Voiced by: Eric Newsome

Leshrac was once a man who attempted to use the Chronoptic Crystals in order to learn nature's deepest mysteries. He was not prepared to see the horrifying truth of the world's order, and was transformed by his discovery. Now existing half in our plane, half in another, the Tormented Soul embodies the cruelty of nature.

Leshrac is a versatile intelligence hero who can be used as either a core or a support depending on your playstyle. With his first spell, Split Earth, Leshrac causes the ground to explode underneath his opponent's feet, stunning and damaging them in a small area after a short delay. This spell is hard to land due to the delay, but can be very powerful thanks to the long duration of the stun. With Diabolic Edict, his next ability, Leshrac creates countless magical explosions around him over several seconds. The damage is low, but can add up quickly thanks to the large number of blasts; additionally, this spell can affect buildings, making Leshrac a devastating pusher who quickly melts down towers. Lightning Storm zaps one foe with electricity, damaging and slowing them. The bolt then jumps to other targets, spreading its effect. Finally, his ultimate ability Pulse Nova is a spell which can be toggled on or off: while it's turned on, Leshrac will continuously summon waves of magical energy which heavily damage all nearby foes at the cost of constantly draining his mana until it's turned off. All of these abilities make Leshrac into a devastating magical damage dealer who can either assist his teammates with powerful stuns and slows, or dish out the pain himself by building items that improve his health and mana pool so he can stay in the fight for longer while his spells tear down his foes.


  • Anthropomorphic Personification: Of nature's dark side. Primarily shown in-game through Lightning Storm and Split Earth.
  • Anti Escape Mechanism: While most of Leshrac's abilities are damage over time based, two of them (Diabolic Edict and Pulse Nova) allow him to damage enemies while moving, which make him a powerful chaser. Combined with an AoE stun and a nuke that can slow the target long enough to set up the stun, Leshrac can be very hard to escape, which is especially surprising given that he's an Intelligence support.
  • Badass Boast: A thousand of your kind have fallen before me!
  • Beam Spam: Is a master of this.
  • Black Mage: Leshrac at his best is a rampaging ball of magical damage, able to melt heroes, creep waves and towers alike with his four nukes.
  • Difficult, but Awesome:
    • Two aspects of Leshrac's playstyle appear to contradict each other: he's a Glass Cannon with very little health, but his Pulse Nova requires him to be in the thick of the fight in order to be used most effectively. A good Leshrac must know when to enter the fray, and when to retreat.
    • Split Earth is a powerful AoE stun, but has a delay before activating, meaning that it requires either considerable prediction or another stun to set it up.
  • Dishing Out Dirt: His first ability, Split Earth, stuns enemies by manipulating the ground under them. It's hard to land since crafty players can simply watch his animation and dodge it at the last second, but it's an area of effect spell that can catch several enemy heroes at once if timed properly.
  • Enlightenment Superpowers
  • Four-Fingered Hands
  • Gaia's Vengeance: The embodiment of it.
  • Glass Cannon: He's as squishy as they come, with no escape, and a stun that takes practice to land. But he has an incredibly high damage output and moderate mana use per damage. A Leshrac who manages to farm a Bloodstone essentially becomes a walking hazard that melts anything that comes near him, and his ultimate combined with Diabolic Edict allow him to damage enemy heroes simply by walking alongside him, making him capable of easily chasing down enemies.
  • Glowing Eyes of Doom
  • Go Mad from the Revelation: Trying to decipher the meaning of existence led to him discovering Things Man Was Not Meant to Know, leading to this.
  • Having a Blast: Diabolic Edict creates numerous small, single-target explosions around Leshrac, and Pulse Nova periodically creates a big one that hits everything nearby.
  • Herd-Hitting Attack: All four of Leshrac's skills are AOE nukes; one (Diabolic Edict) also affects structures, making him an excellent pusher.
  • Hostile Weather: His third ability, Lightning Storm, hits the target with a bolt of lightning, slowing them for a short duration, and then jumps from target to target, allowing him to nuke enemy groups easily. On top of which, it has an extremely low cooldown, meaning that anything that's still standing four seconds after he casts it will eat another bolt.
  • Insufferable Genius
  • Jack-of-All-Stats: Because he has a stun, a slow, a pushing skill and doesn't need many items to be effective, Leshrac is often run as a support. On the other hand, because he benefits well from farm and levels, he is viable as a mid hero as well, taking advantage of the XP at mid to quickly shove down towers with Diabolic Edict and get a quick Bloodstone, which gives him the HP so he can run into the enemy team without being insta-gibbed, and the mana so he could spam Split Earth and Diabolic Edict, and keep Pulse Nova perpetually active.
  • Lead the Target: Split Earth must be aimed on the ground and has a short delay, forcing Leshrac players to guess where their target would move.
  • Magic Staff: With the Immortal weapon Tormented Staff. Later cosmetic sets also tend to include staves.
  • Nature Hero: An unusual villainous example.
  • Nature Is Not Nice: He represents the complete indifference of nature.
  • Our Centaurs Are Different: He's based on one in appearance.
  • Pillar of Light: Pulse Nova.
  • Pointy Ears
  • Power Crystal: The Chronoptic crystals mentioned in Leshrac's backstory.
  • Power Glows: His entire body.
  • Pre-Explosion Glow: Diabolic Edict and every flash of Pulse Nova are preceded by a flash of light from his body.
  • Random Number God: Diabolic Edict hits random enemies around Leshrac, making it very powerful against lone heroes or towers but loses much effectiveness when a creep wave arrives.
  • Reality Warper: According to lore, his ultimate damages his enemies by rending the very space around them.
  • Shock and Awe: Lightning Storm.
  • Shout-Out: He's named after a Magic: The Gathering character, and his Diabolic Edict spell was named after a spell from the same.
  • Spikes of Villainy: With the Thorns of Sundering and the Twisted Wisdom cosmetic sets.
  • Squishy Wizard: His Strength and Agility are fairly lacking and he has no escape mechanism, meaning that he dies relatively quickly under fire, not helped by his item build prioritizing mana over survivability. Of course, that's assuming that the enemy can weather his spells.
  • Supernatural Is Purple: All of his attacks bear a purple tint.
  • Time Master: With Pulse Nova:
    If necessary, the Tormented Soul can manipulate space time itself, ravaging lesser beings.
  • Walking Wasteland: Leshrac's lines show he revels in bringing chaos and entropy wherever he goes, tearing everything apart with his dark elemental powers. This is reflected in-game with his highly damaging pulse spells.
  • Was Once a Man: Used to be a philosopher who used Chronoptic Crystals in order to learn nature's secrets. What he learned transformed him into his current form.
  • Wizard Beard

    Ethreain, the Lich 
https://static.tvtropes.org/pmwiki/pub/images/Lich_9417.png
Voiced by: Gary Schwartz

Ethreain was a fearsome frost-mage whose mastery over ice magic allowed him to conquer many kingdoms. His rule was ended when some of his subjects ambushed him, tying him up with charmed ropes and throwing him into the bottomless Black Pool to sink forever. His body was eventually snagged on an outcropping, and it stayed there until a geomancer named Anhil accidentally caught him centuries later while studying the Black Pool. Ahlin, unaware of the corpse's identity, used a resurrection spell to bring Ethreain back to life in order to interrogate him about the pool, and was repaid by having his soul consumed by the Lich.

Lich is a hero most often played as a support, as he does not require many items to reach his full potential. His first spell, Frost Blast, strikes a target with cold, damaging and slowing them while inflicting lesser damage to nearby units, useful for ganking or harassing foes. With his second spell, Frost Shield, Lich grants a buff to an ally or tower, increasing their resistance to physical damage while constantly striking surrounding foes with waves of cold, damaging and slowing them. This spell can greatly increase the survivability of a hero or building. He can disable enemies with Sinister Gaze, a channeled spell which hypnotizes an enemy and forces them to walk towards him. Finally, his ultimate, Chain Frost, summons a powerful ball of ice which flies towards an enemy, dealing great damage and slowing them. It then bounces between nearby enemies, potentially dealing massive damage to several foes if timed properly. With this arsenal of freezing spells, Lich can chill any foe to the bone.

In Artifact, Lich is a black hero. His innate Active Ability, Sacrifice, condemns an ally, then lets you draw one card, or two cards if the victim's Attack was 6 or more. His signature card, Chain Frost, deals 3 damage to a unit, then 3 damage to a random unit to its left or right; this latter effect is repeated 7 times, and you also get Initiative.

In Dota Underlords, Lich is a tier 5 hero belonging to the Heartless and Mage alliances. His ability, Chain Frost, fires a ball of cold which bounces between foes, damaging and slowing them.


  • Adaptational Name Change: During the switch from the original Dot A to Dota 2, Lich was renamed from Kel'Thuzad (which is the name of a Warcraft character) to Ethreain, and his first three skills were renamed from Frost Nova, Frost Armor and Dark Ritual to Frost Blast, Ice Armor and Sacrifice (although the latter two have since been replaced with new abilities).
  • Affably Evil: He has a large amount of dedicated voice lines for support actions, and even for buying wards (which makes him unique among even support heroes).
  • Bald of Evil: Granted, he's mostly skeletal now, and skeletons don't usually come with hair.
  • Chained by Fashion: A leftover from when he was overthrown and tossed into a bottomless pit.
  • Combat Medic: The appropriate level 25 talent makes Lich into a serviceable healer by granting targets of Frost Shield a notable boost to health regeneration.
  • Elemental Armor: Frost Shield lowers all physical damage taken by its target while slowing and damaging nearby enemies.
  • Evil Is Deathly Cold: Ethreain was once a tyrant wielding ice powers. This was all the more fitting following his death and resurrection.
  • Evil Overlord: He was one in his past life as the tyrant of many kingdoms.
  • Evil Sorcerer: In life, Ethreain used his mastery over ice magic to conquer many kingdoms.
  • Expy: Three of Lich's four original spells were lifted directly from the eponymous hero in Warcraft III, with the onlly real change being his ultimate ability, which was changed from Death and Decay (effectively a channeled version of Enigma's Midnight Pulse, which also affected buildings) into Chain Frost. The original DotA didn't even bother with the pretense and straight-up gave him Kel'Thuzad's name and voice lines. Yes, that Kel'Thuzad. Patch 7.20 diminished this by replacing Ice Armor and Sacrifice with new abilities.
  • Glass Cannon: While Lich is very squishy and easy to kill, his Frost Blast nuke does a lot of damage and has a very low cooldown, allowing him to spam it. On top of that, Chain Frost can deal massive amounts of damage to crowded enemies, making it one of the most feared ultimates in the game.
  • Glowing Eyelights of Undeath
  • Human Resources: Lich's Sacrifice ability in Artifact condemns an ally, then lets you draw one or two cards. Prior to its replacement by Sinister Gaze in Patch 7.20, it allowed him to instantly kill a friendly creep and convert a percentage of its current HP into mana for him, as well as converting it into experience for any hero (regardless of team) within the XP gain radius.
  • Hypnotic Eyes: Sinister Gaze hypnotizes an enemy, forcing them to walk towards Lich while it's being channeled.
  • An Ice Person: He was a fearsome frost-mage in life, and death did not do much to weaken his power.
  • It's All About Me: In previous versions, this was how he felt about using Sacrifice on allied creeps.
  • Magic Knight: While it's not exactly a strategy for serious play, Lich is occasionally built as a late-game carry as one of his level 20 talents gives him a whopping 150 bonus damage and a level 25 talent allows his attacks to slow enemies akin to Eye of Skadi. With the appropriate items and his plethora of other slows, this can be surprisingly lethal.
  • Mutual Disadvantage: Lich has no control over Chain Frost after it launches, so unless he has an Aghanim's Scepter, heroes with summoned creeps or illusions can take much of the bite off his ultimate by having much of the damage be taken by them instead. On the other hand, after he gets Scepter, it becomes much more difficult to split your minions up, because they can no longer eat the bounces for you.
  • Not the Intended Use: Chain Frost can be cast on spell immune units. It doesn't actually damage them, but it will still continue to bounce. This previously meant that a Lich with an Aghanim's Scepter could lock down ancient camps and kill anybody who tries to farm them. No longer possible due to the Ancients' spell immunity being replaced with spell resistance, meaning that Chain Frost will kill them off eventually.
  • Our Liches Are Different: A sorcerer-tyrant of ice, who was killed untold centuries ago and revived by a curious geomancer.
  • Pinball Projectile: Chain Frost hits up to 10 enemies via bouncing if another enemy is close enough to it (buy an Aghanim's Scepter, and the bounces become unlimited as long as there's another target nearby). It's fairly common for a savvy Lich to pull off multi-kills against gankers, or during teamfights.
  • Pointy Ears
  • Power Floats: He always floats a few inches over ground.
  • Pungeon Master: The vast majority of his lines reference ice, cold, and death.
  • Random Number God: Because Chain Frost will bounce to random targets after each hit, you can get extremely varied results if there are more than two enemies within the bounce radius.
  • Really 700 Years Old: Ethreain has been imprisoned for so long that even the descendants of his enemies were forgotten by time.
  • Red Eyes, Take Warning
  • The Red Mage: He can both wear down enemies with Frost Blast, burst them down with Chain Frost or slowing them with physical attacks with the appropriate talent, or protect and possibly heal his friends with Frost Shield.
  • Run or Die: If Lich picks up an Aghanim's Scepter, Chain Frost never stops bouncing until there's no one left to bounce to - in other words, until the enemy either scatters or gets annihilated. Hilarity Ensues if it's thrown at, say, Meepo or Chaos Knight, as the hapless player desperately tries to micro his many units away from each other.
  • Sorcerous Overlord: Before he was overthrown.
  • Squishy Wizard: While he can alleviate this somewhat with Frost Shield, Lich has very low Strength gain and can be squashed quite quickly if caught out of position.
  • Standard Status Effects:
    • Besides his nuking power, all of Lich's active spells serve to slow the enemy's attack and movement speed. An enemy hero under the effects of the debuffs from Frost Blast, Frost Shield and Chain Frost will have their movement speed slowed by 90% (which is more than enough to guarantee minimum movement speed) and attack speed by 60 (more than a Shiva's Guard). His level 25 talent even gives him a free Eye of Skadi!
    • He can also charm enemies with Sinister Gaze, forcing them to slowly walk towards him.
  • Stay Frosty: He says this when casting Frost Shield.
  • Walking Shirtless Scene
  • Weaksauce Weakness:
    • There are two ways to counter Chain Frost: either walk into a group of allied or neutral creeps, as they will take some of the bounces, or run away from any allied units, which, done fast enough, may mean the spell won't be able to bounce even once. This means that to get the most use out of the ulti, it is necessary to lock down the targets' movement speed and engage in an area without creeps.
    • One of Lich's biggest weaknesses is that he has no pushing power, as Frost Blast has an extremely thin radius and can only be unit-targeted, making it less than ideal for nuking down creep waves, and does most of its damage to a single target while others in the area take reduced damage anyway. Combined with his low base Intelligence, this means that he can't really spam his abilities until he gets some good items.
  • Weird Beard: Made of frost, apparently.

    Lina, the Slayer 
https://static.tvtropes.org/pmwiki/pub/images/Lina_2453.png
Voiced by: Jen Taylor

Lina is the big sister of Rylai the Crystal Maiden and ever since childhood, they have been quarreling rivals that brought troubles to their realm, though the fiery, yet clever and cunning Lina had the advantage over Rylai's naivete and guileness. However, because of this, their family kept losing their homes, one from fire, and one from ice, and they thought that these troubles would end if the sisters would just separate. Lina was sent to the south to live with her aunt at the blazing Desert of Misrule, a most comfortable place for her and her fire magic mastery. Though making a great impression to the locals with her arrivals, many would-be suitors went away after their fingers were scorched by her or went away rejected. Lina is a proud fire sorceress and there's none that can dampen her flames.

Lina is a ranged Intelligence Hero often run as a solo mid due to her exceptional nuke damage and Intelligence growth. She specializes in burst magic damages, thus enemy heroes will be more inclined to buy magic-resisting items to stave her off. Her main first spell is Dragon Slave, and had her channel a breath of a dragon to be launched at the enemy in a line, damaging everyone in sight. Her second spell, Light Strike Array, is more tricky as Lina calls forth a sun ray to blast a circular area stunning everyone caught in the blast. Her third skill, Fiery Soul, is a passive skill that grants her bonus movement and attack speed temporarily after she casts a spell. This bonus stacks, so a Lina that can keep up with the spellcasting will be granted with massive normal attack bonuses. And lastly, her ultimate, Laguna Blade, has Lina shoot out a massive bolt of lightning that strikes the enemy with a powerful blast of damage, able to take out unprotected squishy heroes in one shot.

In Dota Underlords, Lina is a tier 3 hero belonging to the Human and Mage alliances. Her ability, Laguna Blade, deals heavy damage to an enemy.


  • Action Girl: On both sides, no less. Her nukes and auto-attack can be very potent killing tools, so Lina can sometimes do carry roles.
  • Armor-Piercing Attack: With Aghanim's Scepter, Laguna Blade deals pure damage (meaning that magic resistance will no longer help) and it becomes able to bypass spell immunity (meaning that activating BKB will not save you).
  • Black Mage: Lina's kit almost completely revolves around raw damage: three of her abilities are nukes, while the final one boosts her right-click attack.
  • Color-Coded Elements: Red, for obvious reasons.
  • Difficult, but Awesome: Light Strike Array is very tricky to land for new players, and her skills are almost entirely focused on raw damage. She can be an unholy terror in the right hands, but food in the wrong ones.
  • Does Not Like Shoes: Is mostly barefoot, floating around.
  • Expy: Very obviously to Lina Inverse of Slayers. In fact, in DotA, she was mean to be the Lina Inverse.
  • Evil Counterpart: Lion is one to Lina. Both are two of the very first heroes in the game (since version 0.60) and fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lion, Lina is a better carry, has higher damage output and scales better to the late game, but needs more levels and isn't as good of a disabler.
  • Fiery Redhead: Played with. In her quotes, Lina shows a lot of cockiness, bordering on arrogance, but not necessarily anger or hot-bloodedness. The only thing in game that seems anything close to ruffle her feathers is her sister. However, in her arcana's description, it's said that Lina DID have quite the temper when she was younger, and her literal flaming hair was a sure sign of her rage surfaced; she later learned to supress such display (thus making her hair look normal) as she learned to control her own temper.
  • Flaming Hair: With the Fiery Soul of the Slayer item. It also used to be her old Dota 2 model.
  • Friendly Rivalry: She will still be friendly on Rylai if they're in the same team. When compared to another bloody rivalry like Kunkka-Tidehunter, it's a big "improvement".
  • Gender Flip: Perhaps unknown to most players, she was formerly a male hero named Link Inverse.
  • Glass Cannon: At max level, her ultimate, Laguna Blade, deals the largest amount of burst magic damage in the game, beating out even Lion's Finger of Death, and with Aghanim's Scepter can even bypass spell immunity. Combine with her good intelligence growth and attack speed from Fiery Soul, she can tear down enemy heroes quickly if her burst hasn't done so already. On the flip side, she's easy to put down if focused down by the other team.
  • The Glorious War of Sisterly Rivalry: Lina is the smart and more guile one compared to Crystal Maiden, giving her advantage in parental preference than Rylai. She's more the loner sister lore-wise.
  • Hello, Nurse!: Lore-wise, after moving to desert, Lina has gotten so many would-be suitors for her attractiveness... and proudly rejected all of them.
  • Impossibly-Low Neckline
  • Lady of Black Magic: A prideful, evil fire sorceress whose kit is focused on unleashing large amounts of magical damage on enemies.
  • Magic Knight: Lina's passive, Fiery Soul, ramps up her attack and movement speed the more spells she casts. This allows her to actually deal a surprising amount of physical damage for an Intelligence hero, so right-click items like Mjollnir and Eye of Skadi aren't uncommon on her.
  • Ms. Fanservice: While DotA is less sexualized for the girls, it's worth noting that Lina used to take the Warcraft III Sorceress model, which is very sensual. Come Dota 2, Lina is given a rather Stripperiffic outfit that bare a lot of her shoulders, and gets a rather sensual voice (toned down from the Sorceress voice set, but still there). Thus if there's a "hottest DOTA girl" topics in the internet, Lina would definitely be mentioned, aside of making "hot" Puns with her powers. In fact, a boob chart that also gives analysis with the in-game model shows that Lina is the second bustiest DOTA 2 lady just behind Queen of Pain. Ironic, considering her former namesake is flat-chested.
  • Only One Name: Once her full name was Lina Inverse. To accomodate the rivalry with Rylai, her surname was removed and then made unknown, now she's just known as Lina.
  • Our Dragons Are Different: Dragon Slave:
    In the scorched barren of Misrule, Lina learned to manipulate the fiery breath of the Desert Wyrm as a form of entertainment.
  • Playing with Fire: Duh.
  • Power Floats
  • The Power of the Sun: Light Strike Array burns air with the sun's energies.
  • Shock and Awe: Laguna Blade, which is a blue bolt of lightning.
  • Shout-Out: Lina's given full name used to be Lina ''Inverse''. The background information was also written to be as close to the Slayers version of Lina as possible. The spell names are still derived from spells of the show.
  • Sibling Rivalry: She doesn't get along well with Rylai due to obvious incompatibilities.
  • Spam Attack: Dragon Slave and Light Strike Array both have extremely low cooldowns (and the cooldown of the former can be reduced even more with talent), allowing Lina to deal huge amounts of area-of-effect damage the longer she survives.
  • Squishy Wizard: She can bring a lot of pain with her fire spells, but can't take it in turn.
  • Super-Power Meltdown: Lina goes up in flames when killed.
  • Tsundere: Several quotes directed against her imply that Lina is this, she actually blamed her parents for separating her and actually wanted to apologize and make up with Rylai. Except her excessive pride will not allow her to do any apologizing.
  • Yellow Lightning, Blue Lightning: Laguna Blade is blue, like most other lightnings in the game.
  • Wreathed in Flames

    Lion, the Demon Witch 
https://static.tvtropes.org/pmwiki/pub/images/lion_6539.png
Voiced by: Tom Chantler

Lion, as a Grandmaster of the Demon Witch tradition, was a heroic mage who fought on the side of good. However, fame and power corrupted him, and he was tempted by a demon into turning to the side of evil. But Lion never got the prestige the demon promised him, and after committing countless evil deeds, he was betrayed, as the demon helped Lion's enemies. In an act of revenge, Lion tracked the demon in hell, killed him, and stole his arm. Although he gained the demon's powers, he was disfigured by the process. Lion is now the only remaining practitioner of the Demon Witch school of magic, draining the lives of all who are foolish enough to come study under him.

Lion is a simple support hero with a versatile set of abilities, allowing him to stun his enemies, disable a particularly troublesome foe, drain his enemies of mana and land a devastating nuke. Earth Spike causes spikes to erupt from the ground at a target area or enemy, stunning and damaging all enemies caught within it. Hex transforms the target enemy into a harmless little critter, disabling them for a short while. Mana Drain slows an enemy while sucking away their mana and transferring it to Lion, giving him more opportunities to cast spells without worrying about running out of mana. Finger of Death is his ultimate, and perhaps his most famous spell. Finger of Death is a single target nuke that deals massive magical damage to the unfortunate victim, likely finishing them off. If the target dies within 3 seconds of being his by this spell, Finger of Death's damage is permanently increased. While the cooldown on Finger of Death is initially very long, it gets much shorter as it's leveled, to the point that it can be cast in every teamfight. With an Aghanim's Scepter, the cooldown on Finger of Death is shortened even further, the damage is increased, and now damages all enemy units standing near the target for the same amount of damage, turning Finger of Death from an useful finishing spell to a powerful teamfight ability. Lion may be frail and slow, but if played right, he can disrupt multiple enemy heroes with Earth Spike, disable the most dangerous foe with Hex, stop a low intelligence opponent from casting spells with Mana Drain, and immediately kill or weaken anyone with a well-placed Finger of Death.

In Artifact, Lion is a black hero. His Active Ability is Finger of Death, which deals 8 piercing damage to a unit, and his signature card is Mana Drain, which steals 2 mana from the enemy tower and grants it to yours.


  • Adaptation Name Change: Lion's first skill was renamed from Impale to Earth Spike during the switch from DotA to Dota 2, presumably to avoid confusion with Nyx Assassin's skill with the same name,
  • Ambition Is Evil: Lion's ambition led to him making a deal with a demon, and one thing led to another from there.
  • Anti Escape Mechanism: Lion is one of the game's more notable heroes due to having two hard disables (Earth Spike and Hex), as well as Mana Drain, which can prevent heroes with small mana pools from casting any spells or using certain item active abilities. Most other heroes in the game will have only one reliable disable.
  • Appendage Assimilation: Creatively referred to as "demonoplasty".
  • Art Evolution: Prior to a redesign, Lion used to look like an obese half-demon, but was updated to a more agressive, slightly feline appearance prior to game release. Prior to even this, he was spikey yet somewhat feline-looking, or simply a purple blob.
  • Bald of Evil: Lion has no hair at all, only a bunch of spikes on his head that resemble hair.
  • Baleful Polymorph: He can do this to his enemies with Hex, turning them to a frog or fish.
  • Beam Spam: Aghanim's Scepter drops the cooldown on Finger of Death down to twenty seconds, an extremely short cooldown for such a damaging spell. Additionally, an upgraded Finger of Death will fire one beam at every enemy inside the area of effect.
  • Black Mage: Lion is known as one of the most fearsome nukers in the game, being able to burst down heroes extremely quickly in the early- and mid-game.
  • Body Horror: Finger of Death. It deals a huge amount of damage because it is attempting to turn the target inside out. In other words, if he kills someone with the spell - it succeeded in doing so!
  • Crutch Character: Once he hits level 6, Lion becomes a powerful nuker that can reliably remove any hero from the map. However, Finger of Death falls off heavily in the late game due to its poor scaling, reducing Lion to a disabler rather than a nuker, and his lack of anything that goes through spell immunity means that he's powerless against a carry with a Black King Bar. Being a support hero, Lion isn't going to accumulate enough money for durability items, meaning that in the late game he will outright melt if the enemy carry so much as looks at him funny; although if said carry's BKB duration is reduced to 5 seconds, Lion does regain some usefulness, as being hexed for 4 seconds and stunned for 2.6 seconds can be devastating. However, patch 7.20 gave Lion a better late game thanks to Finger of Death now gaining extra damage every time it's used to kill an enemy. Assuming Lion manages to have a good early game, he can keep being a powerful nuker during the whole game, although he is still squishy as ever.
  • Deal with the Devil: Also resulted to a Faustian Rebellion and killing the demon.
  • Difficult, but Awesome:
    • Lion is one of the most squishy heroes in the game, because of his slow speed, short effective range (Hex, for example, only has 500 range), poor HP and lack of armour. Your positioning has to be strong, and you have to be wary of strong enemy combos.
    • While Earth Spike can be targeted on units up to 500 range away (1000 with a talent), its actual effect range is 825. Add in the 125 radius on the spikes, and you can potentially stun enemies up to 950 range away, almost twice the targetable range. So while regular Lion players can reliably stun enemies at the usual 500 range by directly targeting them, good Lion players can hit people twice as far by ground-targeting the spell instead, relying on manual aim.
  • Evil Counterpart:
    • To Lina; they are two of the very first heroes in the game (since version 0.60), both are fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lina, Lion is a better ganker and disabler, needs fewer levels and items, but can't be played as a carry and scales to the late game worse than Lina.
    • To Shadow Shaman: both are extremely squishy Intelligence casters with a relatively spammable nuke and the honour of having more than one non-ultimate hard disable, as well as an ultimate with the potential of dealing massive damage. Compared to Shadow Shaman's Mass Serpent Wards, Lion's Finger of Death does its job faster and has a shorter cooldown at higher levels, but only works against a single hero, is of doubtful usefulness against Roshan and completely useless against towers.
  • Evil Sorcerer: Though he used to be the only good practitioner of his art.
  • Face–Heel Turn: Once a respected archmage, now an Evil Sorcerer.
  • Fallen Hero: Remember kids, when a demon offers to make a deal with you, just say no.
  • Finishing Move: Finger of Death is often used this way. However, because doing so can waste a lot of the spell's damage and because Lion doesn't scale very well with items, it's generally considered Awesome, but Impractical. At least until it was buffed to scale with the number of people you kill with it, making this a viable tactic again if only for the potential to disintegrate an entire team once he gets Aghanim's Scepter.
  • Giving Someone the Pointer Finger: Usually accompanied by said someone evaporating.
  • Glass Cannon: His health pool is pathetically small, but Finger of Death is one of the most powerful burst-damage spells in the game.
  • Gonk: The demonoplasty certainly didn't improve his looks.
  • Herd-Hitting Attack: While only Earth Spike can hit multiple enemies by default, all of Lion's other spells can be upgraded to affect multiple enemies: Hex can be talented into a ground-targeted area-of-effect ability, another talent lets him Mana Drain up to three units at once, and Finger of Death hits enemies around the target if Lion has Aghanim's Scepter. This can make Lion a very dangerous late-game disabler, as he can potentially hex, stun, and nuke an entire enemy team at once.
  • Impaled with Extreme Prejudice: Units hit by Earth Spike.
  • Loincloth
  • Mage Killer: A villainous variety, in his backstory. In the actual game, Lion is quite adept at nuking down fragile intelligence heroes with Earth Spike/Finger of Death, or preventing them from casting spells with Mana Drain/Hex.
  • Magic Staff
  • Mana Drain: His third ability, named this. Used properly, Lion can maintain his mana pool without having to go back to base, meaning that he can roam and gank very effectively. It also has utility in teamfights, since draining an enemy Hero's mana pool (usually coupled with a disable to keep them from breaking the tether too early) can prevent them from casting their escape abilities or using their big teamfight ultimate.
  • The Right Hand of Doom: His demon arm, which is the source of his hideous appearance and Finger of Death.
  • Spikes of Villainy: On his face.
  • Splash Damage Abuse: Due to his ultimate becoming an AoE targeted spell if an Aghanim's Scepter is purchased, a good grouping spell such as Magnus' Reverse Polarity or Dark Seer's Vacuum can allow you to drop your nuke on multiple enemy heroes at once, to say nothing of the short cooldown.
  • Squishy Wizard: His spells are extremely powerful, being able to inflict massive amounts of damage or disable an enemy, but he has very low health and is one of the squishiest heroes in the game.
  • To Hell and Back: Judging by Visage's surprised reaction, he did it multiple times already.
  • Tranquil Fury: For a guy who mentions a lot about wrath and vengeance in his lines, he's quite held back when he speaks.
  • Vampiric Draining: His third skill, Mana Drain.
  • Volcanic Veins: His stolen demon hand.
  • Walking Shirtless Scene
  • Was Once a Man: His background lore makes it clear that he was something else before his transformation, though it's unclear how dramatic the "demonoplasty" altered him.
  • Wings Do Nothing: The Legacy of Infernal Wings set gives Lion a pair of small bat wings that do nothing at all.

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