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Characters / Dota 2 Intelligence N To Z

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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 N to Z. Please note that this is sorted not by their real names, but their most common moniker, which will be bolded in the folder.

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


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    Nature's Prophet 
https://static.tvtropes.org/pmwiki/pub/images/s_Prophet_4357.png
Voiced by: Eric Newsome

When the goddess Verodicia created the world's greenery, she expended her own life to do so. As her final act, she left behind a single seed imbued with her power. From that seed was born the Nature's Prophet, stalwart protector of the wilds, able to see wherever he is needed and able to lend Verodicia's power to aid in the defense of nature.

Nature's Prophet is a highly mobile hero with global pushing, farming, and ganking potential. With a highly versatile moveset, he can fill almost any role on a team, but is generally played as a pusher and carry. With Sprout, the Prophet summons a ring of trees around a target, which can be used to trap enemies or be combined with his other abilities. Teleportation is the crux of Nature's Prophet's global presence, letting him teleport to any point on the map for instant ganks and escapes, or simply accessing the jungle for farming. Prophet's third ability, Nature's Call, lets him convert trees in an area into Treants to fight alongside him; with their sheer numbers and Nature's Prophet's instant access to trees via Sprout, the Treants can easily overwhelm neutral creeps, enemy creep waves, and enemy towers alike, and serve as his main farming and pushing tool. Finally, his ultimate ability Wrath of Nature unleashes a global-range bolt of energy that bounces between visible enemies, gaining power with each bounce, letting him smite heroes from afar and mow down enemy pushes in multiple lanes. With the entire battlefield within his reach, Nature's Prophet can quickly gather steam and unleash nature's wrath upon the enemy.

In Dota Underlords, Nature's Prophet is a tier 2 hero belonging to the Elusive and Druid alliances. His ability, Nature's Call, summons a treant on the edge of the board; this treant is considered part of the Druid alliance.


  • Adaptation Species Change: From a Night Elf to a Nature Spirit.
  • Anti Escape Mechanism:
    • Sprout is not a disable, per se, but it can prevent any unit inside from moving for up to five seconds unless they have a mobility spell, something that can destroy trees, or a Force Staff. This can be augmented with any items that Nature's Prophet manages to farm up, most often a Scythe of Vyse.
    • Teleportation can be used not only for global positioning, but also for short-range jumps to cut off fleeing enemies. As long as someone sees what direction your target is going, Nature's Prophet has a very good chance of catching up and finishing them off.
  • Ascended Meme:
    • One common way to play Nature's Prophet is splitpushing: abusing Teleportation, Nature's Call and Wrath of Nature to constantly push all lanes and apply pressure on the enemy team, while at the same time avoiding teamfights, using Teleportation to quickly bail out when the enemy comes to gank. Because of how infuriating it is to play against this strategy, it's often derogatorily called 'Rat Doto'. Come The International 2015, Nature's Prophet receives an Immortal staff called Sufferwood Sapling, which has an actual rat hanging from it.
    • Due to his ability to farm the jungle quickly and earn lots of gold, Nature's Prophet is nicknamed "Nature's Profit". The 2016 International Battle Pass gave him a taunt where he dances while surrounded by falling money.
  • Born as an Adult: Unless we consider the seed itself Nature's Prophet's infant/child form, this seems to be the case.
  • Dynamic Entry: Due to his ability to globally position with his teleport ability, Nature's Prophet has the uncanny ability to turn the odds in any fight in three seconds, on a cooldown of as low as 20 seconds (by comparison, Wisp's Relocate and Underlord's Dark Rift take at least one or two minutes, respectively, to come off cooldown). He can turn a two-man gank into a three-man gank (augmented by Sprout and any items he's purchased), or finish off a severely weakened enemy before they can reach the fountain, or solo gank a support who thinks they're safe pushing out lanes since the rest of the other team is visible on the map, or turn a creep wave push completely around by summoning instant reinforcements.
  • Enemy Summoner: Nature's Call summons a group of 2-5 treants that have slightly higher stats than regular creeps.
  • Fauns and Satyrs: He has a lot of features of a faun, and acts as either help or hindrance to those wandering in his forest.
  • Gaia's Vengeance: All of his abilities, but especially his ultimate, Wrath of Nature.
  • Gameplay and Story Segregation: Although he claims to protect nature, he's one of the few heroes who can completely deforest a huge area by summoning treant guards. Similarly, he's also one of the best heroes for running into and depopulating jungles to fill his own pockets.
  • Green Thumb: He can bring trees to life, or generate trees out of nowhere.
  • Horned Humanoid: Has two horns on his head, which can be customized with many items.
  • Item Caddy: He starts off as a Squishy Wizard with good auto-attack and easy farming, but no reliable damage-dealing spells. But there's one thing he can do perfectly with his skillset - safely earn money to buy items.
  • Jack-of-All-Stats: He can benefit from any item that is sensible on a ranged Intelligence hero, and he can get them as fast as many safe lane carries without meddling with allies' lanes much. Thus his item build can be adapted to any situation - be it a fast push, initiation, damage dealing, ganking, nuking or support - tanking probably being the only role he can't fulfill.
  • Magic Staff: His weapon is a large staff which fires energy bolts.
  • Magikarp Power: He starts off as a fairly squishy hero without any damaging spells. But if an inattentive team lets him accumulate experience and money, he becomes one of the most threatening heroes in the game; an omnipresent pusher capable of destroying the entire enemy base pretty much by himself.
  • Mechanically Unusual Class: Although Nature's Prophet is an Intelligence hero, he relies mostly on increasing the effectiveness of his auto-attacks (by purchasing loads of items) and the element of surprise to make kills happen (making him one of the game's few INT carries); his ultimate being his only nuke, which has a hefty cooldown and can't be precisely aimed. Unlike most other carries in the game, he doesn't have a huge amount of damage output or durability, but relies on global positioning and game sense to emerge victorious.
  • Money Multiplier: While Nature's Prophet does not have any innate ability to increase the amount of gold he earns (like Alchemist's Greevil's Greed and Doom's Devour), his combination of Nature's Call and Teleportation means that he has no turnaround time (he doesn't have to spend time walking back to base to replenish mana), and his Treants can tank jungle creeps while farming (or carry on jungling while he's not there). This means that, any time that he's not ganking or pushing a lane (both of which he can do within 3 seconds from anywhere on the map), he's either killing jungle camps or healing in the fountain. Throw in a Hand of Midas as well for massive profit.
  • Nature Hero: Uses the power of the forest, granted by the goddess Verodicia, to protect nature.
  • Nature Spirit: He embodies the final traces of the Goddess of the Woods' power.
  • Never Given a Name: Nature's Prophet's original name was Furion. His Dota 2 name had to be changed to Tequoia in order to avoid copyright issues with Blizzard, but this name was then removed for unspecified reasons.
  • Pinball Projectile: Wrath of Nature bounces around the map, hitting targets closest to the cast point that Prophet can see.
  • Plant Mooks: The treants created with Nature's Call, an important part of Nature's Prophet's pushing playstyle.
  • Plant Person: Was born from a seed, seems to have grass growing from his legs, and can bring trees to life and make them obey his commands.
  • Spawn Broodling: Aghanim's Scepter upgraded Wrath of Nature places a debuff on all enemies hit that spawns a Treant if they die before it expires. Heroes with the debuff will instead spawn a Greater Treant on death.
  • Squishy Wizard: His mediocre 19 + 1.8 strength makes him easy to kill if he can't teleport away in time.
  • Stone Wall: His Treants. They come in large packs and have much more health than comparable summons such as Lycan's wolves and Enigma's Eidolons, but do noticably less damage, serving mostly as meatshields while he does much of the damage himself.
  • Summon Magic: Nature's Call destroys all trees in an area, and converts a number of them into Treants.
  • Teleport Spam: Nature's Prophet is the only hero in the game next to Wisp who can teleport himself to any location on the map at will without the need for items (or friendly units/buildings at the destination). At later levels Teleportation doesn't have a long cooldown (or none at all with one of the level 25 talents), making him excellent for ganking, chasing, and otherwise turning up where he's unexpected (since unlike other teleports which rely on the presence of a nearby building or friendly unit, he can appear on any point on the map). This makes him one of the most mobile heroes in the game and one of the best at taking towers off a distracted team. This same ability is also what allows him to farm so effectively, as any time that's not spent ganking or pushing (which, by the way, also earns him gold) can be spent killing jungle camps or healing in the fountain.
  • Tree Cover: One of the uses of Sprout is to hide an allied hero or yourself from enemies with a ring of trees. A common gank tactic is to teleport inside the forest along the lane, wait for the target to approach, and then clear the forest using Nature's Call.
  • When Trees Attack: Nature's Call and himself invoke this.
  • Zerg Rush: Treant Guards are pretty much slightly stronger regular melee creeps, only lane creeps gain upgrades every 7.5 minutes. He makes up for this with sheer numbers, being able to spawn a total of 5 of them each time he uses Nature's Call. Combined with said lane creeps, and you have a lot of forces pushing towards a tower. And if he gets Aghanim's Scepter, he can even convert enemies into Treants by killing them with his ultimate.

    Rotund'jere, the Necrophos 
https://static.tvtropes.org/pmwiki/pub/images/Necrolyte_3018.png
Voiced by: Sam A. Mowry

Rotund'jere was a monk who was promoted to Cardinal when his superiors were killed in the plague. Scheming to use his position to enrich himself, Rotund'jere convinced infected nobles to give him their material wealth in exchange for spiritual rewards. He was eventually caught in the act and sentenced to work in the plague ward, where he would be cursed to die slowly. But Rotund'jere had developed an immunity to the plague, and was soon capable of controlling the disease according to his will. The Necrophos now wanders the world, spreading plague and pestilence wherever he goes.

Necrophos is a ranged Intelligence hero whose abilities are most effective in team fights where he can damage enemies and heal allies simultaneously, while picking off key enemy heroes with his ultimate. Necrophos is most dangerous when his enemy is severely injured, instantly killing them with his ultimate while recovering over time after killing his foe. Because his abilities are suited to prolonged encounters, he must build items which counteract his inherent frailty and allow him to survive for as long as possible against his enemies. His bread-and-butter ability is Death Pulse, a low-cooldown spell that heals nearby allies and damages nearby enemies. Ideally, by casting Death Pulse repeatedly, he and his team are able to stay alive while the enemy team's health is gradually sapped by Heartstopper Aura, which reduces enemy HP by a small percentage each second; additionally, this ability passively grants bonus health and mana regeneration to Necrophos when he kills a creep or hero. Ghost Shroud further increases Necrophos' survivability against physical damage-dealers, allowing him to become ethereal and slow nearby enemies, keeping them in his presence for longer and warding off their attacks while letting him heal significantly faster; however, he also becomes more vulnerable to magic damage. His ultimate, Reaper's Scythe, first binds the target in place, then strikes them with a vicious blow, dealing magic damage based on their missing health, able to outright kill those below a certain threshold. In addition, should the target die before the scythe hits, the kill is awarded to Necrophos. Necrophos is best understood as a hero who is weak at the beginning of a fight but becomes more dangerous with each passing second.

In Artifact, Necrophos is a black hero. Sadist, his Reactive Ability, increases his health by 1 when a neighboring enemy dies. Heartstopper Aura, his signature card, is a spell which modifies a black hero, causing it to deal 2 piercing damage to enemy neighbors before each action phase.

In Dota Underlords, Necrophos is a tier 4 hero belonging to the Heartless and Warlock alliances. His ability, Death Pulse, heals nearby allies and damages nearby foes.


  • Beard of Evil: Has a large beard which has the same Sickly Green Glow as the rest of his body, and can be customized with various cosmetic items. And he's plenty evil, as his goal in life is to spread suffering and disease wherever he goes.
  • Body Horror: And he absolutely loves talking about it.
  • Combat Medic: Necrophos's first ability, Death Pulse, deals damage to enemies and heals his allies within a certain radius. It also can't be evaded through blinking or teleportation, so it'll eventually hit its target no matter what.
  • Cursed with Awesome: The plague was supposed to slowly kill him, but he was immune to it and became a Plague Master instead.
  • Deader Than Dead: Necrophos's ultimate is unique in that it's the only skill in the game that can negatively affect the target's respawning ability. Killing someone with the scythe will add up to 30 seconds to their respawn timer, which is powerful in the early game since the added respawn time drastically reduces their ability to farm up the items they need to come online, and can be critical in the late game to give your team more breathing room. If you purchase an Aghanim's Scepter, Reaper's Scythe has its cooldown drastically reduced; even with buybacks, careless players will be seeing the respawn timer a lot. Older versions instead prevented enemies killed by Reaper's Scythe from buying back for that death, which could put an enemy out of the fight for up to two minutes, which almost guarantees enough time for Necrophos's team to take at least one map objective.
  • Death of a Thousand Cuts: Though Necrophos initially doesn't deal much damage, Death Pulse and Heartstopper Aura damage can constantly add up to ludicrous levels in a prolonged fight, before he finishes his victim off with Reaper's Scythe.
  • Evil Old Folks: He's a wrinkly, bearded old man who wishes to spread disease wherever he can.
  • Evil Sorcerer: Necrophos has incorporated a deadly plague into his magical arsenal, and spreads it to kill people because he enjoys it.
  • Field Power Effect: Necrophos' second ability and passive, Heartstopper Aura, degenerates a percentage of every nearby enemy's maximum HP every second. While 3.2% per second doesn't sound like much, being in a teamfight for just 20 seconds means that you can remove 64% of their max HP. Its huge radius means that it is possible to actually finish off fleeing enemy heroes simply by walking after them, since they will still take the damage even outside of direct combat.
  • Finishing Move: Reaper's Scythe is tailor-fitted for this purpose, since it deals damage based on the victim's missing HP, so it is more powerful when its target is low on health, and the added respawn timer only kicks in if it manages to finish off its target. A Necrophos that uses Reaper's Scythe and fails to net a kill with it is either using it as a last-ditch stun or using it wrong.
  • Fixed Damage Attack: Heartstopper Aura deals damage based on enemies' maximum HP.
  • Ghostly Chill: With Ghost Shroud, Necrophos can take on a ghostly form and slow nearby enemies.
  • Glowing Eyelights of Undeath: His eyes glow a ghostly white.
  • Gradual Grinder: Heartstopper Aura removes a small percentage of HP from all enemy units... within a screen's radius, every second. In order to deal ludicrous amounts of damage Necrophos just needs to walk along with the party and chase off fleeing enemies, and it isn't unheard of to outright kill fleeing enemies with the passive alone.
  • Healing Factor: With at least one point in Death Pulse and Heartstopper Aura, Necrophos gets absurd amounts of HP and mana regeneration, making him one of the few Heroes in the game who will rarely/never have to go back to base except to buy items. Ghost Shroud also amplifies all of Necrophos's regeneration while active.
  • Healing Shiv: Death Pulse is described as a wave of death that can somehow heal Necrophos' allies.
  • Human Resources: Heartstopper Aura has a passive component that gives Necrophos HP and mana regeneration every time he kills anything (including denying). Each individual amount isn't that much, but considering that he only has two active abilities, and that you'll be getting kills each time you last-hit a creep (and you'll be doing this dozens of times in any given match), this means that it's very hard for him to run out of mana even if he spams Death Pulse.
  • The Immune: His natural immunity to the plague allowed him to survive his intended punishment of being forced to care for the infected, and actually allowed him to control the disease.
  • Injured Vulnerability: Necrophos's ultimate, Reaper's Scythe, deals damage based on how much health the target is missing, meaning that if the victim's below a certain percentage of health, it can potentially result in a One-Hit Kill.
  • Linear Warriors, Quadratic Wizards: Necrophos is a rare case of a caster who scales (although through unusual ways), which is what allows him to carry.
    • While Death Pulse's damage doesn't scale to the late game, it only has a measly 5-second cooldown. The longer Necrophos survives in a fight and the more mana he has, the more times he can spam Death Pulse, allowing him to continuously keep his allies alive while wearing his enemies down. Late game, if built as a tank, Necrophos can spam Death Pulse indefinitely while being almost unkillable.
    • Due to being a form of Fixed Damage Attack, Heartstopper Aura actually deals more damage the tougher an enemy is. At max level, it is capable of killing any enemy inside of 67 seconds by itself, making it an extremely powerful aura if teamfights drag out too long.
    • Reaper's Scythe, as an inversion of Percent Damage Attack, has the ability to instantly kill any enemy once they fall below a certain health threshold, making it a more powerful version of Axe's Culling Blade, which can only cull a target below a flat amount of HP. And upon killing an enemy, Necrophos becomes stronger through proccing Heartstopper Aura.
  • Kill Steal: Necrophos will kill-steal whenever he casts Reaper's Scythe and a teammate finishes off the hapless target, crediting Necrophos with the kill and triggering the regeneration from Heartstopper Aura no matter what.
  • Magikarp Power: Necrophos is extremely weak early game: Death Pulse costs a lot of mana and needs many levels to be effective, and Heartstopper Aura is his only useful skill as its damage is equally effective at all stages of the game. However, late game, with enough levels and equipment, Necrophos can become extremely tanky with constant Death Pulse spamming and Heartstopper Aura's passive component giving him absurd regeneration, and with Death Pulse and Heartstopper Aura he is a walking hazard to the enemy team as long as he lives, before he uses Reaper's Scythe to finish them off while adding 30 seconds to their respawn time, putting them at a huge disadvantage. Ironically these traits means that Necrophos is a bad support, and the fact that he is a carry has become a running joke amount the player base since pubs tend to think that Necrophos is a support.
  • Mighty Glacier: Because his first skills can wear down enemies steadily in a teamfight, Necrophos can afford to be built as a tank without any damage items and still be a huge threat. A common (even encouraged!) way to play Necrophos is to build survivability items on him rather than damage items so that he can stay alive longer for teamfights to make full use of Heartstopper Aura and let him spam Death Pulse as much as possible until he can finish a high-priority target off with Reaper's Scythe. As such, it's not uncommon to see Necrophos players build Heart of Tarrasque, Shiva's Guard, and/or Pipe of Insight. The tradeoff is, of course, his miserable base movement speed of 280 with nothing in his kit that enhances mobility, making it relatively easy to walk away from him unless he invests in items like Eul's and Blink Dagger.
  • Monochromatic Eyes: Has solid, white, glowing eyes.
  • Mystical Plague: At first, the plague was just a regular disease. But though it ran its course and started to die down, Necrophos gained control over the plague and can now spread it at will using his powers.
  • Obvious Rule Patch: During 6.84, Necrophos received a buff to his Heartstopper Aura that makes it affect creep-heroes such as Spirit Bear and Ancient creeps. Once a Reddit mod named Leafeator posted a video on how to jungle ancient creeps, many low-level pub players began picking Necrophos for the sole purpose of AFK jungling, a tactic that is widely criticized by many players as it's easily countered, weakens other lanes and defeats the purpose of this hero as he is a hard carry who needs a tonne of farm and obviously would gain a lot more from laning than jungling. 6.85 patched this exploit out by making ancient creeps immune to Heartstopper Aura.
  • One-Hit Kill: Unless an opponent has absurd amounts of magic resistance, has spell immunity, or has a special ability active, Reaper's Scythe will often net a guaranteed kill. With a level 3 ulti, you only have to drop a target to around 40% HP in order to net a kill unless they have magic resistance items or skills.
  • Painfully Slow Projectile: Death Pulse has one of the slowest projectile speeds in the game, at 400 - far lower than even the movement speed cap of 550. As such, certain high-mobility heroes can theoretically outrun the projectile indefinitely.
  • Plague Master: He enjoys spreading pestilence, adopting titles like the Pope of Pestilence, the Plague Mage, and the Dark Rot.
  • The Red Mage: Death Pulse makes Necrophos both a powerful healer and a fearsome nuker, with significant amounts of sustain on top of that.
  • Regenerating Mana: The passive component of Heartstopper Aura regenerates mana for every creep kill you get with it. Killing a hero regenerates ten times that amount, more than paying back however much mana you spent casting Reaper's Scythe.
  • Revive Kills Zombie: Parodied whenever he grabs a Regeneration rune. It still heals him and restores his mana as normal, however.
    Necrophos (activating Regen rune): "Ugh... Regeneration…"
  • Sadist: The implication of Heartstopper Aura granting bonus regeneration after killing a unit is that Necrophos loves killing so much, the pleasure he gains from it actually heals him. In previous versions, this ability was actually a separate ability which was outright named Sadist.
  • Scarab Power: The Ancient Egypt-themed Wrath of Ka set changes the projectile and icon of Death Pulse to resemble scarabs.
  • Sickly Green Glow: His main color motif is green, representing his power over disease.
  • Sinister Minister: Even before getting his powers, he was a corrupt Cardinal who abused his position to coerce the rich into giving him their wealth. After getting his powers, he went off the deep end and now goes around infecting people For the Evulz.
  • Sinister Scythe: He carries one around (fittingly, also shaped like a shepherd's crook), but only uses it as a Magic Staff. Although his ultimate, Reaper's Scythe, manifests as a giant scythe.
  • Spam Attack: Death Pulse's cooldown is extremely short, only 5 seconds when maxed, and combined with his Heartstopper Aura, which returns mana for each unit killed, Necrophos can afford to spam it with ease during a fight once he has a sufficiently large mana pool. It's also the reason why Necrophos is a carry, as he needs mana items so he can spam Death Pulse without running dry for Reaper's Scythe, HP items so he could survive for longer and throw more Death Pulses (good teams will focus him first and he'll melt easily without items), and last hits to fuel Heartstopper Aura.
  • Sudden Name Change: He was known as Rotund'jere the Necrolyte in the original Dot A, and was initially called Necrolyte in Dota 2 before being renamed to Necrophos.
  • Walking Wasteland: The nature of Necrophos' kit makes him a walking hazard to the enemy team simply due to his very presence in the teamfight: the longer he lives, the more times he can spam Death Pulse and the more damage Heartstopper Aura can deal, without the need of many damage or Intelligence items, though it also means that Necrophos will be a very high priority target for good teams. Because of this, he can very easily be built as a tank and in most circumstances should be. Players will often also throw in a Radiance for good measure, letting him simply melt enemies that stand near him.
  • Weaksauce Weakness: The very cheap Glimmer Cape, which costs only 1950 gold and is already a commonly built item on supports, greatly reduces the effectiveness of Necrophos (a position 1 carry hero). It doesn't even take a particularly fast-fingered player to use Glimmer Cape and give 55% magic resistance to the low HP hero that Necrophos just used Reaper's Scythe on and make it deal no damage. Similarly, Linken's Sphere blocks Reaper's Scythe entirely, and Necrophos has no other abilities that trigger it.
  • Why Won't You Die?: A combination of Death Pulse and active healing items like Mekansm can make Necrophos extremely hard to kill unless he's disabled and focused down. Additionally, the bonus regeneration from Heartstopper Aura is multiplied by ten for every hero that Necrophos kills. This allows Necrophos to regenerate large amounts of HP in the middle of a teamfight, making him hard to bring down, especially if he then uses Ghost Shroud to increase the regen further and protect himself with physical damage.
  • You Are in Command Now: Rotund'jere rose to become a Cardinal in the first place because all of his immediate superiors died to the plague.

    Aggron Stonebreak, the Ogre Magi 
https://static.tvtropes.org/pmwiki/pub/images/Ogre_Magi_3227.png
Voiced by: Nolan North

Ogres in general are as dumb as a bag of rocks, but manage to survive largely through sheer luck. However, each generation is blessed by the birth of a two-headed ogre, capable of higher thought and function between its two brains, which is immediately granted the traditional name of Aggron Stonebreak. With its relatively respectable intellect, a significant lucky streak, and a propensity for magically setting things on fire, the Ogre Magi manages to stand among heroes.

The Ogre Magi are a melee hero generally played as a tanky support who can buff their team and disrupt their enemies, with the unique twist that their spells can randomly see their effects multiplied. Their first skill is Fireblast, a simple nuke and stun which deal respectable damage to a single target. Their second ability, Ignite, hurls a vial of flammable chemicals which lights the target on fire, slowing and damaging them over time. Bloodlust, their third skill, gives a great boost to an ally's movement and attack speeds, making them much deadlier. All of these spells are simple, yet effective; however, they become truly fearsome when combined with Ogre Magi's ultimate ability: Multicast. Whenever the Ogre Magi cast a spell, this passive ability grant them a chance to cast it again, and again, and again, up to four times in a row: Fireblast's damage and stun is multiplied, turning its respectable damage into one of the most powerful nukes in the game. Ignite gains an area of effect and has a chance to be cast on multiple nearby targets, spreading its flames to several foes. Bloodlust gains a chance to be cast on other nearby targets, allowing the Ogre Magi to buff many allies at once. As if that wasn't enough, this effect also applies to unit-targeted offensive items, which have a chance to be cast onto multiple targets. One should not think of Ogre Magi's spells as being weak abilities with a chance to become good thanks to Multicast, but rather as powerful spells with a chance to become devastating. If Lady Luck smiles upon you, the Ogre Magi will handily bring strength to your allies and devastation to your enemies.

In Artifact, the Ogre Magi are a blue hero. Their Passive Ability, Multicast, grants you a 25% chance of putting a copy of any blue spell you play in your hand. Their signature card, Ignite, is an improvement which deals 1 piercing damage to all enemies in the lane it's built in before each action phase.

In Dota Underlords, the Ogre Magi are a tier 1 hero belonging to the Bloodbound and Mage alliances. Their ability, Bloodlust, increases the movement and attack speed of an ally; the attack speed bonus is increased if the Ogre Magi target themselves.


  • Attention Deficit... Ooh, Shiny!: Some of their lines demonstrate that the Ogre Magi are easily distracted.
  • Black Mage: Three of Ogre Magi's skills are nukes, while the final one provides a massive boost to his team's right-click damage.
  • Born Lucky: The Ogres seem to be this as a means of compensating for being Too Dumb to Live.
  • Borrowed Catchphrase
    Ogre Magi: (killing Mirana) "That was skill all right. Pure skill."
  • Buffy Speak
    Ogre Magi: (killing Warlock) "Sorry about your grim… grim… Your book!"
  • Carry a Big Stick: Its weapon appears to be a club imbued with fire magic.
  • Dumb Muscle: Ogre Magi has the third-lowest base INT of all Intelligence heroes (Crystal Maiden and Enchantress tie for last), and ties for third-lowest INT growth as well (only Bane and Tinker's are lower, while Puck's and Rubick's are equal). He also ties for second-highest base Strength and has the highest Strength growth out of all Intelligence heroes, and is only one of two melee Intelligence heroes (the other being Dark Seer). Lore-wise, he's also pretty dumb, requiring two heads' worth of brainpower to keep up with heroes that have one. He also has the third-highest Strength growth of any hero at 3.2 per level (beaten by Centaur Warrunner and Treant Protector, tied with Doom and Pudge). The Intelligence heroes with the next highest Strength growth are Warlock and Windranger, with 2.5.
  • Feigning Intelligence: Aggron insists that any time they get a multicast it's pure skill.
    Ogre Magi: (rolling Multicast) "Expertise! From the experts."
  • The Fool: It even sometimes forgets which team it's on.
  • Genius Bruiser: Aggron is one of the tankiest INT heroes in the game, although compared to most other nukers he has a fairly low mana pool and sub-par Agility. Lore-wise, however, the "genius" part is unquestionably untrue.
  • Healing Factor: Ogre Magi has 3.5 base health regeneration, the second-highest in the game (tied with Nyx Assassin's, only lower than Axe's), while most other heroes' is 0.25.
  • Insistent Terminology: Their Multi Cast is a skillshot they cast using their immense skill, thank you very much.
    Ogre Magi: (Upon getting a Multi Cast)"Oh, skillshot!" "Not luck at all."
  • Item Caddy: Although the Ogre Magi are often played as a support, their ultimate Multicast means that they greatly benefit from unit-targeted items. A good example of this is the Hand of Midas, which instantly kills a creep and grants bonus gold and experience on a long cooldown: multicast gives it a chance to double, triple, or even quadruple this gold and experience, making it pay for itself much faster than on many other heroes. The extra money earned this way can allow the Ogre Magi to purchase more expensive items that Multicast can also boost, such as Dagon (powerful magical burst damage) and Scythe of Vyse (a hard disable).
  • Kung-Fu Wizard: Ogre Magi is one of two melee Intelligence heroes; while Dark Seer is more of a Fragile Speedster, Aggron has enough durability to take hits and retaliate accordingly.
  • Larynx Dissonance: The left head has a surprisingly high-pitched voice.
  • Leaning on the Fourth Wall: Despite being dumb as a brick, Ogre Magi seems to be aware of the game mechanics.
    Ogre Magi: (Upon being picked) "They picked me!" "No one ever picks me!"
    Ogre Magi: (Upon leveling up) "How many levels is that?" "One?"
  • Legacy Character: Aggron Stonebreak is the name and identity passed along to the lucky two-headed Ogre Magi born every generation.
  • Luke Nounverber: Aggron Stonebreak
  • Magic Knight: Ogre Magi is a melee hero with good innate durability and regeneration despite being an Intelligence caster, allowing it to easily trade hits against the enemy offlaner and come out on top. Just don't try to fight anything up close in the late game when enemy heroes are farmed and all you have on your position 5 Ogre is Arcane Boots and one or two other utility items.
  • Make My Monster Grow: Its third ability, Bloodlust, does this to a recipient, but not by much. Note that it's just a cosmetic effect, and is somewhat ironic in that the actual buff is a speed boost.
  • Mighty Glacier: Aggron is the most durable non-Strength support hero in the game, and can dish out good damage with Fireblast and Ignite, though its mobility leaves much to be desired.
  • Multiple Head Case: The heads seldom get along well. Interestingly each head is capable of voluntarily controlling any part of the body, so it needs to designate which head controls the legs and which head controls the arms.
  • Non Standard Skill Learning: Buying Aghanim's Scepter gives Ogre Magi a fifth skill, Unrefined Fireblast, which is nearly identical to a level 4 Fireblast except for the shorter cooldown and the mana cost which scales with Ogre's current mana.
  • Our Ogres Are Hungrier: It is one of the very few ogres who are born with two heads. It does identify Alchemist's ogre mount as being one of his species.
  • Playing with Fire: Three of Ogre Magi's skills (Fireblast, Ignite and Unrefined Fireblast) deal with fire and fire magic.
  • Pointy Ears: The ears on both their heads end in a point (and also gradually become pink the closer you get to the tips).
  • Pronoun Trouble: Fluff text is terribly inconsistent on whether to refer to Ogre Magi as "he", "they", or "it". To be fair, Ogre Magi probably can't decide either.
  • Random Number God: Ogre Magi's ultimate, Multi Cast, gives him a chance of "multicasting" his spells, essentially casting the same spell in rapid succession for little to no increase in mana cost (depending on the specific spell). Given enough skill, an Ogre Magi can nuke down frail heroes with multiple 4x Fireblasts, or buff his entire team with a single Bloodlust.
  • Savage Piercings: The left head has a nose ring and and earring.
  • Shovel Strike: The Shoreline Sapper set replaces Ogre's default mace with a shovel.
  • Simpleton Voice: Two of them; the more typical extremely low-pitched one and an extremely high-pitched one for contrast.
  • Simple, yet Awesome: A simple, yet effective moveset combined with huge base HP and high armor makes him very newbie-friendly.
  • Spam Attack: Multicast in a nutshell. Even discounting it, Ogre Magi's Fireblast and Unrefined Fireblast have a cooldown of 6, letting him belt out a constant barrage of nukes.
  • Squishy Wizard: Downplayed. Ogre Magi has high innate durability and good Strength growth comparable to many Strength heroes, as well as a Healing Factor that overall make it one of the tankiest heroes in the early game. Not so much in the late game though, where it is only slightly less squishy than most Intelligence supports since enemy cores are farmed while Ogre usually has to spend its meagre farm on utility instead of durability items.
  • Throw Down the Bomblet: Ignite throws a vial of volatile chemicals on the victims, lighting them on fire.
  • Tribal Face Paint: The left head has yellow markings on its face.

    Nerif, the Oracle 
https://static.tvtropes.org/pmwiki/pub/images/oracle_5204.png
Voiced by: Mike Shapiro

In the Ivory Incubarium, Oracles are bred, raised, trained, and sold to the Graven King of Cymurri. For generations, Advisors would interpret their speech in order to grant the king the best course of action. But Nerif was no normal Oracle: instead of answering the questions he was asked, he would make his own predictions, which would then infallibly come true. It was as if he was actively shaping the future rather than merely seeing it. These predictions resulted in the Cymurri being thrown into multiple wars, and though the Advisors attempted to get rid of him, they were stopped when one Nerif's predictions of the Incubarium's destruction came true. The Graven King realized how he could take advantage of these predictions: by manipulating the Oracle into saying what the king wanted to hear, he could guarantee the most favorable outcome to any scenario. This all came to an end when, on the eve of a battle, Nerif refused to say anything other than "It could go either way". In reality, Nerif meant that the fight WILL go both ways: reality began to split itself, resulting in every possibility happening at the same time: soldiers were both alive and dead, victorious and defeated. This paradox drove the whole battlefield insane, and the wave of madness began spreading across the planet, then the entire universe. By the time Nerif was expelled from their dimension and into ours, their fate had already been sealed.

Oracle is a unique support hero who brings utility the likes of which no other hero can accomplish, but who can hinder his team just as easily as help them. All of his abilities, except for his ultimate, can be cast on both enemies and allies. His first ability Fortune's End has Oracle charge up a blast directed at a hero: when it hits, it roots, damages, and purges the target and all enemies in an area around them, with the duration of the root equal to the time spent charging. If the initial target is an ally, it only applies the purge to them. With Fate's Edict, Oracle enchants a hero, disarming them but rendering them completely immune to magic damage for a few seconds. Purifying Flames instantly burns a unit with a gout of flame, dealing a large chunk of damage on an extremely low cooldown. However, Oracle cannot spam this with impunity, as the target then begins healing a greater amount than the damage over a short duration. Finally, his ultimate, False Promise temporarily manipulates an allied hero's destiny, immediately removing the majority of negative effects and disables. All damage and healing the target receives over the next couple of seconds is applied all at once at the end of the duration, with any healing being double in effectiveness. This effect takes priority over all other forms of damage prevention, and the accumulated damage is next to impossible to avoid. The difference between glorious success and crushing failure can often be as little as a split second.


  • Amazing Technicolor Population: His skin is blue.
  • Artificial Human: The Ivory Incubarium, Nerif's birthplace, is set out as being a Super Breeding Program to supply high quality oracles (artificially bred human-like creatures) to the rich and powerful in exchange for cash.
  • Badass Cape: As befits a powerful mage, his cape is decorated with rune symbols.
  • Bishōnen: His face is quite handsome, inexplicably.
  • Bling of War: His regalia is very shiny.
  • Charged Attack: Fortune's End can be charged for up to 2.5 seconds. When released, it slows enemies around the target equal to the duration spent channelling.
  • Combos: Part of Oracle's shtick is that all of his spells have great synergy with each other, meaning that he can use them together to great effect.
    • Casting Fate's Edict on an ally and then using Purifying Flames will shield them from the initial magic burst while letting the heal buff through. Purging off Fate's Edict with Fortune's End to let that ally attack afterward is optional.
    • Casting Purifying Flames on an enemy followed with a purge from Fortune's End will allow you to remove the healing buff immediately after they take the burst damage. Alternatively, if you're fast enough, you can channel Fortune's End first and then cast Purifying Flames while the projectile is in flight; not only does this purge the heal off instantly instead of having to wait for the travel time of Fortune's End, but it also allows you to make full use of the Root effect.
    • False Promise doubles all healing received during it, including the healing of Purifying Flames, making it heal a total of 198/216/324/432 health if we take the spell's damage into account. Purifying Flames, Fate's Edict and False Promise together on one ally effectively makes it heal for 198/396/594/792 health once the ultimate expires, since the damage is blocked by the 100% magic resistance and the heal doubled by the ultimate.
  • Crystal Ball: Has a metal filigree floating orb as a weapon, which he holds in a fortune-teller fashion, though he seems to only use it for launching magic projectiles.
  • Difficult, but Awesome: What defines Oracle is proper usage of his skills, namely when to use them, what order, and whether on allies or enemies. If poorly used he can hurt his team, but in capable hands is an extremely effective ally and a major frustration for the enemy team.
    • Fate's Edict's 100% magic resistance can save an ally from nukes, but also disarm an important carry, so knowing when to use it is crucial. Using the ability on an ally in the middle of a fight can prevent them from attacking, hindering their ability to kill enemies, while using it on an enemy can shield them from incoming allied magic nukes. Use your best judgment as to when Fate's Edict can be most profitably used, as casting it on the wrong target at the wrong time can do more harm than good.
    • Purifying Flames deals burst damage to a target then heals it back via a buff. Bad usage of Purifying Flames is usually a waste of mana (which is already a problem for Oracle), or worse, might actually heal his enemies, help them burst his allies down faster or put an allied Blink Dagger on cooldown at an inopportune moment if not shielded by Fate's Edict first, but if used well and combined with his other skills, it can prove to be a powerful nuke and healing, able to equally save teammates and kill enemies.
  • The Exile: He was so dangerous he was banished into another dimension.
  • Exposed to the Elements: The Manifold Paradox comic showed that he lives in a bare observatory on top of an icy mountain. Despite that, his outfit is just some thin robes with no shirt.
  • Finishing Move: One of the various uses of Purifying Flames: it deals very high burst damage for a spell with such a short cooldown and low mana cost, and the healing obviously does not kick in if the enemy has already died from the damage.
  • Fortune Teller: Possibly subverted in that he seems to be not so much predicting the future as he is shaping it.
  • Four-Fingered Hands: He does have four fingers on his hands, presumably a trait of whatever type of alien he is.
  • Guide Dang It!: What does Oracle even do? His skills involve the interactions of buffs and dispels, which are some of the most obscure and least understood mechanics of Dota. There’s no tutorial that runs through the list of exceptions for what is a basic dispel, a strong dispel, or what draws the line between a removable and unremovable buff. This kind of knowledge requires both practice and study. Judging by the meagre win rate and popularity of Oracle, it’s fair to say that the public has accomplished neither. This also follows even at higher skill brackets, where his win rate peaks at 45% in the 5k+ MMR bracket, especially considering how other heroes with healing and defensive abilities like Omniknight, Abaddon and Necrophos often have very high win rates in public games. It's not a surprise if your team ask you to explain what Oracle's spells do. Although, to their credit, the Dota 2 team has tried to make dispel mechanics less arcane by listing whether a spell's effects are dispellable and whether they apply weak or strong dispels in ability information boxes, but remembering which spells can and cannot be dispelled is still a lot to take in.
  • Humanoid Aliens: He comes from another dimension, but looks fairly humanoid except for his lack of legs.
  • Immune to Fate: False Promise temporarily alters an ally's destiny, making him immune to both good and ill until the end of the duration.
  • Impossibly Cool Clothes: Has metal shoulderpads, bracelets and an astrolabe backpiece that float over him rather than being attached to his body. Also has a metal neck collar that looks like it completely restricts his head movement.
  • The Juggernaut: False Promise can be summarised as 'god mode': a buff that can be placed on allies to save them from bad situations, initiate, or fight for an extended period of time with little danger. When used it will remove negative buffs from an ally constantly, and delay all damage and healing on them until the end of the duration. What's more, delayed healing on your allies will be doubled once the duration ends. With an up to 10 second duration and measly 30 second cooldown, this makes Oracle a strong support in almost any scenario.
  • Last Chance Hit Point: Purifying Flames can't kill an ally, so using it on an ally on low HP will result in a net gain of HP.
  • Last of His Kind: By his own hand, since he made the prediction that tore his dimension apart.
  • Leonine Contract: Arguably the Manifold Paradox contract he makes with Phantom Assassin, since Mortred is so desperate for any information that will validate her individuality, that she willingly risks her life by betraying her Secret Circle of Secrets to work for him instead.
  • Light Is Not Good: His spells all have a light motif to them, and he might well be one of the most evil heroes in the game. Although his lore did not quite make it clear whether he is actively evil or just a Person of Mass Destruction with no control over his power, his quotes and the sound of his voice clearly make him come off as malevolent; in any case, he's certainly not "good" by any stretch of the imagination.
  • Mellow Fellow: The vast majority of his lines are all very non-committal and laid-back.
  • No-Sell: Fate's Edict gives the target 100% resistance to magic damage. Note that this includes Purifying Flames.
  • Person of Mass Destruction: Not particularly so ingame - he has damaging spells but is more of a support - but according to lore, he once broke the fabric of reality!
  • Power at a Price: Most of his moveset is based around this - whether he uses his spells on allies or enemies, there will be a drawback.
    • Fortune's End can halt an enemy's movement for up to 2.5 seconds, but Oracle has to stand still and channel the ability for an equal amount of time. It can also purge buffs and debuffs almost instantly, but Oracle has to sacrifice the disable in the process.
    • Fate's Edict makes the target unable to attack, but makes them immune to magical damage.
    • Purifying Flames deals damage, but applies a heal over time.
    • False Promise effectively makes the target invincible for its duration, but all the damage they would have taken for its duration is dealt all at once when it ends.
  • Power Crystal: Worn on his headdress.
  • Power Echoes: There's a very sinister echo to his voice.
  • Power Floats: Oracle floats around instead of walking; his model doesn't even have legs (although he's considered to have two legs in-game).
  • Prophet Eyes: Even though his eyes are green, they still look like he has cataracts.
  • Reality-Breaking Paradox: When he predicted the outcome of a battle "could go either way", it literally went both ways. At once. Possibly a case of Not So Omniscient After All but his lore doesn't make it clear whether he did it on purpose.
  • Reality Warper: Although he seems to think he is prophesying, he actually appears to be actively altering fate, sometimes to horrifying result.
  • The Red Mage: Oracle has offensive and defensive capabilities in equal measure. He can either burst down and debuff enemy heroes or save and heal his allies.
  • Spam Attack: Purifying Flames, with its meager 2.5 second cooldown, can be cast multiple times in a single engagement, letting him combine it with Fortune's End for heavy nuke damage or Fate's Edict for massive healing. Taken Up to Eleven if Oracle has an Aghanim's Scepter, which reduces its cooldown to 1 second and improves its cast time.
  • Squishy Wizard: While Oracle can greatly bolster the survivability of his allies, he himself goes down quite quickly if caught out.
  • Status-Buff Dispel: Fortune's End purges all units in an area around the target, while False Promise dispels all debuffs from the target when used.
  • Villainous Cheekbones: To go with his very angular face overall.
  • Where I Was Born and Razed: Made a prediction that the Ivory Incubarium, where he was created, would be destroyed in an avalanche (upon being threatened that he would be sent back there). Heavily implied in the lore that it was his power that caused it to come true shortly after.

    Harbinger, the Outworld Devourer 
https://static.tvtropes.org/pmwiki/pub/images/Outworld_Destroyer_8138.png
Voiced by: Tom Chantler

For an immeasurable length of time, the Outworld Devourer has stood immobile, observing the depths of the cosmos for signs of any disturbance which could affect the universe. He is drawn to our world by the War of the Ancients, but brings news of an even greater threat on the horizon.

Harbinger the Outworld Devourer is a powerful ranged carry hero capable of easily smashing foes with massive attack damage. The crux of his kit is Arcane Orb, an autocastable attack modifier which adds bonus pure damage to Harbinger's attacks, with a slight splash effect, based on his mana pool and temporarily steals Intelligence from enemy heroes on every hit. As Arcane Orb forms the main bulk of his damage output, Outworld Devourer's item choices focus on augmenting his mana pool and attack speed, leaving him rather fragile. Astral Imprisonment serves both as a defensive ability and a disable, briefly sealing the target into an extradimensional prison while making it invulnerable and dealing damage to surrounding enemies when it ends. With this ability, Harbinger can push lanes, hold enemies in place, or protect vulnerable allies. To offset his heavy mana demand, Outworld Devourer hasEquilibrium, which passively steals mana when he deals spell damage; this ability can also be activated to triple the mana steal and slow enemies hit by spell damage. If he has an Intelligence advantage over his enemies, Harbinger can then unleash his ultimate ability Sanity's Eclipse, dealing tremendous area-of-effect damage based on the difference in Intelligence between Harbinger and his enemies (including ones trapped by Astral Imprisonment) and burning out the mana pools of any target that survives. He may start out relatively weak, but with sufficient mana and intelligence gained from items and siphoned from foes, the Outworld Devourer can quickly and easily snuff out his enemy's sanity – followed by their lives.

In Artifact, Outworld Devourer is a blue hero. Essence Aura, his Passive Ability, has a 50% chance of restoring 2 mana when a blue spell is cast.


  • Beam Spam: Because Arcane Orb drains Intelligence on each hit, reducing the enemy's mana pool and increasing Outworld Devourer's damage output, stacking attack speed items - up to and including Moon Shard - is a perfectly viable build on him (although the removal of Essence Aura made the build much less sustainable overall, or at least prevents him from just mindlessly spamming Orbs everywhere).
  • Black Mage: Outworld Devourer gameplay revolves around stacking as many Intelligence as possible and blasting the hell out of the enemy team with Arcane Orb and Sanity's Eclipse.
  • Continuity Nod: Despite his name being changed from Obsidian Destroyer to Outworld Devourer several characters still refer to him as "Obsidian". Not to mention he appears to be partially covered in obsidian.
  • Cosmic Horror Story: Certainly seems to be part of one. Standing guard against some terror from beyond the stars, coming from another dimension to do battle, and forcing others to realize their infantile knowledge and mortality.
  • Dark Is Not Evil: As bad as he may seem, his purpose is to warn the universe about some kind of vague threat.
  • Energy Ball: Arcane Orb.
  • Finishing Move: Sanity's Eclipse is usually used as one after draining a lot of Intelligence with Arcane Orb.
  • Fixed Damage Attack: Arcane Orb deals Pure damage based on OD's current mana pool, meaning that he benefits from both Int items and raw mana-boosting items.
  • Glass Cannon: Harbinger with the right items can potentially one-shot an entire enemy team with Sanity's Eclipse. However, unlike most other carries that would stack Agility or Strength items, Harbinger stacks Intelligence, an attribute that provides no inherent survivability; so much as sneeze on him and the inverse is proven true just as quickly.
  • Glowing Eyes of Doom: His whole body, including his eyes, glow blue, and he's a harbinger of doom.
  • Go Mad from the Revelation: Causes this with Astral Imprisonment, hurting heroes after the end of the duration. Sanity's Eclipse probably does this too, judging by the name, and that the damage taken depends on heroes' intelligence.
  • Good Wings, Evil Wings: He has a dark crystalline set of wings.
  • Harbinger of Impending Doom: It's in the name. He comes to warn the world of an incoming threat.
  • Last of His Kind: He is the last surviving sentry from his outpost.
  • Life Drain: One of his level 25 talents grants Outworld Devourer 15% spell lifesteal.
  • Linear Warriors, Quadratic Wizards: Played straight (which oddly makes it an inversion in Dota) with Arcane Orb, whose damage scales with OD's current mana, making him one of the few INT carries in the game.
  • Literally Shattered Lives: Harbinger crumbles in his death animation.
  • Locked Out of the Fight: A unit affected by Astral Imprisonment can do nothing but becomes invulnerable for its duration except against Sanity's Eclipse.
  • Magic Staff: Harbinger's weapon is a staff nearly as long as himself, which fires orbs of energy.
  • Mana Burn: Sanity's Eclipse removes a decent chunk of its victims' current mana.
  • Meaningful Name: Harbinger of Impending Doom, anyone?
  • Medium Awareness: With this line:
    Outworld Devourer (Killing Tinker): Hard carry? I hardly cared.
  • Mind Rape: His ultimate Sanity's Eclipse obliterates any heroes that has lower intelligence than him and burns out the smarter ones' mana. Heroes whose intelligence is higher than Devourer's are unaffected. Arcane Orb probably also qualifies, as it absorbs the enemy's intelligence on hit.
  • Mutual Disadvantage: Against Anti-Mage. On the one hand, Arcane Orb deals massive pure damage, easily bypassing both Anti-Mage's armor and Spell Shield, while Equilibrium (and formerly Essence Aura) counteracts Mana Break. On the other hand, Mana Break also deals damage based on the mana burned, which can really hurt Harbinger due to his low health pool and constant mana supply, and his massive mana pool makes him very vulnerable to Mana Void should his mana run low.
  • Names to Run Away from Really Fast: Harbinger, the Outworld Devourer, sure sounds like a threatening name and title. But apparently, the threat he's warning us of is what we really should be running away from.
  • Our Centaurs Are Different: He is overall centaur-shaped with wings.
  • Pocket Dimension: As described on Astral Imprisonment:
    Locked away in the pocket between this world and the Outworld, victims realize their infantile knowledge and mortality.
  • Power Crystal: Many parts of his body have a crystalline look to them, and he also has a crystal in his Magic Staff.
  • Power Echoes: Every single one of his lines.
  • Power Floats: He is obviously too heavy to be able to fly just with his wings.
  • Power-Up Letdown: Outworld Devourer used to steal intelligence with Astral Imprisonment instead of Arcane Orb, while his old Aghanim's Scepter upgrade automatically caused Astral Imprisonment to affect anything hit by a Sanity's Eclipse. The point was to combo this with Refresher Orb, where the intelligence stealing effect of Astral Imprisonment would boost the damage of the second Sanity's Eclipse to ridiculous levels. After the intelligence steal of Astral Imprisonment was transferred into Arcane Orb, it became one of the worst Scepter upgrades in the game. The added damage from Astral Imprisonment does not justify the purchase of a 4200 gold item on a carry in any way, and the risk of accidentally saving the targets from incoming nukes from Harbinger's team or screwing up their combos is too high (Sanity's Eclipse is a nuke, first and foremost, and not a dedicated initiation/counter-initiation skill). This is why it was eventually changed; Scepter now gives various improvements to Astral Imprisonment instead, making it an actually useful item.
  • Psychic Powers: Harbinger's powers are drawn from his mind, and Sanity's Eclipse is explicitly described as a psychic blast.
  • Regenerating Mana:
    • Equilibrium regenerates Harbinger's mana based on his damage output. With the high, mana-based damage from Arcane Orb and the splash damage from Astral Imprisonment, he can easily regenerate mana faster than he spends it with this ability active.
    • His old ability Essence Aura gave OD and any nearby allies a chance to restore 25% of their total mana pool whenever they cast a spell. This synergized well with Arcane Orb since each attack gave him a chance to replenish his mana.
  • Sickly Green Glow: Only on Outworld Devourer himself; his spells are colored blue.
  • Silicon-Based Life: He's at least partially made of black crystal.
  • Situational Damage Attack: Arcane Orb, which deals its damage based on OD's current mana pool.
  • Spam Attack: In older versions, Harbinger could spam Arcane Orb with impunity due to his passive Essence Aura giving him a chance to regenerate a percentage of his mana with each orb; naturally, this also synergized particularly well with allies that have low-cooldown spells. In his current version, Arcane Orb spam is limited to when he has Equilibrium active, as otherwise his mana pool will run dry very quickly.
  • Spell Blade: Arcane Orb adds a percentage of Harbinger's current mana pool to his right-click damage.
  • Starfish Aliens: He's some sort of psychic alien crystal centaur griffon... thing.
  • Surprisingly Sudden Death: When you're full of intelligence, Sanity's Eclipse can evaporate all of enemy team in one click.
  • Throat Light: The inside of his mouth, like much of his body, is glowing teal.
  • Time Abyss: Most of it spent waiting for some Sealed Evil in a Can to unveil itself.
  • Too Spicy for Yog-Sothoth: Though it's rare, heroes with a higher Intelligence than OD are completely unaffected by Sanity's Eclipse. The heroes with the biggest shot at this are Pugna and Invoker, with a higher intelligence gain, and Silencer, who gains intelligence for every kill, but then, there's nothing that Arcane Orb spam can't overcome.
  • Unstable Equilibrium: The way Harbinger's abilities work means that he needs to have a high mana count in order to sustain his mana pool. If it drops too low, he won't be able to regenerate mana as efficiently with Equilibrium as Arcane Orb is based on his current mana, and if he runs dry, he'll have to wait for it to regenerate the old fashioned way. Astral Imprisonment helps with this issue by dealing area-of-effect damage, but he'll still have to watch his mana pool carefully in the early game.
  • Vampiric Draining: Arcane Orb temporarily takes some of the target's Intelligence and gives it to Outworld Devourer. Equilibrium's Mana Steal effect is a variant that converts his damage output into mana.
  • Volcanic Veins: Has a glowing vein-like pattern on his body, especially his shoulders and chest.
  • Weaksauce Weakness: Unlike other carries, spell immunity completely shuts Outworld Devourer down: to dish out massive damage, he absolutely needs Arcane Orb, which is rendered useless by spell immunity. Astral Imprisonment and Sanity's Eclipse are blocked by BKB as well, so by the time the enemy team gets Black King Bars, he becomes much less of a threat.
  • You Can't Fight Fate: A recurring theme in his taunts.
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    Puck, the Faerie Dragon 
https://static.tvtropes.org/pmwiki/pub/images/puck_4471.png
Voiced by: Jen Taylor

Though Puck is still but a baby, it is a Faerie Dragon, a species whose infancy lasts for aeons, making it one of the oldest beings on the planet despite its relative youth. With their immense lifespan comes an incomprehensible view on morality, and as a result it is impossible to determine from a human perspective whether Puck's actions are for its entertainment, or serving a greater purpose.

Puck the Faerie Dragon is a tricky hero who can use its arsenal of strange abilities to blink around and disappear from sight while blasting its foes with powerful magic. Puck's Illusory Orb combines both damage and mobility: this ability fires an orb of light which damages any foe who touches it. By using its sub-ability, Ethereal Jaunt, Puck can instantly teleport to the orb's location, allowing it to either leap onto enemies from afar or escape from danger. Waning Rift, its second ability, scatters a cloud of fairy dust which damages and silences foes around Puck. Phase Shift causes Puck to disappear into an alternate dimension for a short time, becoming invulnerable. With good timing, this ability can be used to dodge any projectile, making it a great tool to avoid damage or buy time for your Illusory Orb to reach your desired position to Jaunt to. Puck's ultimate ability, Dream Coil, is a powerful teamfighting spell which causes enemy heroes in a small radius to be leashed to a magical shackle. If a target tries to leave this small area, they will take further damage and be afflicted with a lengthy stun, forcing them to make a difficult choice: should they stand their ground and stay in the small radius, making them easy targets for area-of-effect spells, or run away and suffer the damage and stun?

In Dota Underlords, Puck is a tier 2 hero belonging to the Dragon, Elusive, and Mage alliances. Its ability, Illusory Orb, fires a projectile which damages foes, while its Dragon alliance bonus unlocks Phase Shift, allows Puck to hide in another dimension to dodge attacks.


  • Ambiguous Gender: Its voice could be argued either way, young male or young female. Never outright stated as to which is true. Early descriptions labelled Puck as a female, but it has been changed to neutral. Lampshaded by the Bastion announcer:
  • Anti Escape Mechanism: Puck is one of the most powerful disablers/chasers in the entire game, capable of using its mobility to hunt down enemies over long distances.
    • Illusory Orb in combination with Ethereal Jaunt allows Puck to effectively be in two places at once, as it can toss an orb and then teleport to it to jump over long distances (including up/down cliffs and through treelines).
    • Waning Rift silences any enemies caught in its wake, preventing them from using any escape spells that they may have (on top of disabling their Blink Dagger for at least the next three seconds).
    • Dream Coil will stun enemies immediately upon casting the spell, and then leashes them to the casting point, preventing them from straying too far lest they snap it and take damage alongside a very long stun (even through TP scrolls).
  • Badass Adorable: As the picture shows, even more so after a model update. A comparison can be found here.
  • Black Mage: Puck's playstyle revolves around jumping right into the entire enemy team, causing as much chaos and dealing as much damage as possible before getting away unharmed.
  • Blue and Orange Morality: As said in its backstory, Puck is not quite as childlike as it seems.
  • Confusion Fu: A good player can use Illusory Orb to confuse the enemy about Puck's location - like throwing an orb and moving in the opposite direction, forcing the enemies to split up because Puck may or may not warp to it. And then Blink Dagger, a core item for Puck, further adds to this.
  • Deadpan Snarker: Probably the biggest example in the game. Many of its lines are playfully sarcastic. Makes sense, considering how it's inspired by Shakespeare, who featured a good number of sarcastic characters in his work.
  • Defog of War: Illusory Orb reveals the area around it while it travels through the air. This allows players to use it to scout up hills or past treelines.
  • Difficult, but Awesome: Puck effectively has five active abilities, all of which do different things; clicking of the wrong ability at the wrong time can easily result in death under even the best of circumstances. However, mastery of Puck's abilities allows players to use it as one of the best initiators in the game, able to get in the middle of the enemy team, disrupt them, then escape without a scratch. With only a Blink Dagger, Puck can perform a Blink + Waning Rift + Dream Coil + Illusory Orb + Phase Shift + Ethereal Jaunt combo to effectively neuter the entire enemy team while dealing large amounts of magical damage to them. Of course, pulling off this combo perfectly requires twitch reflexes, and if disrupted then Puck can easily be killed due to its squishiness.
  • Dream Weaver: Dream Coil sows confusion by forcing Puck's enemies to vividly dream about their own mortality.
  • Energy Ball: Illusory Orb sends out a ball of energy which damages foes; Puck can also teleport to it.
  • The Fair Folk: Although Puck usually acts like a cheerful Tinkerbell-esque fairy, some of its lines reveal a much darker part of its personality.
    Puck (killing a hero): "That's for your impertinence."
    Puck (killing a hero): "Get up, if you can."
  • Flash Step: Its Illusory Orb skill is sort of like a two-step version of Morphling's Waveform; while it definitely deals damage in a straight line, it's up to Puck whether to teleport itself in the middle of the orb's trajectory or not.
  • Fragile Speedster: Puck is one of the most mobile and maneuverable heroes in the game; a player with quick reflexes can easily dodge otherwise lethal projectiles like Pudge's Meat Hook or Sniper's Assassinate. But with one of the worst Strength stats in the game, Puck can be easily taken down with one or two strong nukes if caught out of position, or become stranded if silenced in the middle of a combo.
  • Gender Flip: In DotA, Puck has been referred to with masculine pronouns in his Back Story and descriptions while in Dota 2, some skill descriptions (before being changed) identified Puck as being female.
  • Gratuitous Iambic Pentameter: Not strictly iambic pentameter, but Puck speaks in a manner meant to evoke this, fittingly enough for a Shakespearian Shout-Out.
  • Great Escape: Puck's abilities can be used both to pursue enemies, as well as evade them.
    • Illusory Orb can travel over trees and up/down cliffs, allowing Puck to traverse otherwise impassable terrain via Ethereal Jaunt. This allows Puck to easily escape ground-bound heroes, leaving only blinking foes on its trail.
    • Waning Rift can prevent enemies from casting their spells, which can be anything from damage nukes to kill Puck, or stuns/silences to stop it from casting its other escape spells.
    • Phase Shift makes Puck invulnerable for a short period of time. This not only allows Puck to evade damage, it can also dodge incoming projectiles that are normally otherwise not disjointable even through blinks.
    • Dream Coil will stop any pursuers cold for a short amount of time, and then prevent them from moving away from the casting point in order to pursue Puck by threatening them with damage and a stun.
  • Hypocritical Humor: Is one of Dota 2's more out-there cases of Our Dragons Are Different, but also occasionally points out other dragon heroes' oddities.
  • The Imp: Puck seems harmless at first sight, but actually flips between acting like a kid and a very grim Deadpan Snarker.
    Puck: (Using the Illusion rune) "One Puck, two Puck, three Puck more!"
    Puck: (Killing a hero) "Will you not rise in my presence?"
  • It's All About Me: Some of Puck's lines suggest that it is a bit of an egomaniac.
    Puck: (Using the Invisibility rune) "Regrettably, I remove myself from sight."
  • Locked Out of the Fight: Puck can briefly do this to itself with Phase Shift. Of course, it's also immune to all effects for the duration, allowing it to be used to dodge projectiles and stuns.
  • Meta Guy: Not yet a Fourth-Wall Observer, but Puck has an idea of what's happening around.
  • More Dakka: Taking the appropriate talent at level 25 causes Puck to rapidly fire auto-attacks at enemies that have been hit by Dream Coil. Thus, building right-click damage items are now viable for him!
  • Motor Mouth: Unlike most other heroes in the game, Puck's voice lines are announced to all players on both teams whenever it casts any spell excluding Illusory Orb. If not for the ability cooldowns, Puck would be chattier than Storm Spirit.
  • Nonstandard Skill Learning: As a sub-spell, Ethereal Jaunt only becomes available when an Illusory Orb is cast.
  • Our Dragons Are Different: Puck is a Faerie Dragon, which combines draconic, insectoid, and fey traits.
  • Our Fairies Are Different: Seems closer to an insect, though. Pudge even alludes to this when killing Puck:
  • Phantasy Spelling: Puck is a Faerie Dragon, not a Fairy Dragon.
  • Pocket Dimension: One of Puck's signature abilities is to hide in another world for a couple seconds.
  • Power Nullifier: Enemies hit by Waning Rift are silenced for a few seconds, rendering them easy prey for Puck's other skills and its teammates.
  • Sadistic Choice:
    • When hit by Dream Coil, you have a tough choice to make - stay in one spot and let the enemy blow you up with their AoE spells while taking heavy damage over time, or try to flee and be stunned? Either way, the end result is usually messy... This can be greatly augmented by purchasing Aghanim's Scepter, which increases the coil's duration to eight seconds, increases the stun duration to four and a half seconds (making it the second-longest stun duration in the game, beat only by Mirana's Sacred Arrow), and causes the stun when breaking the tether to pierce spell immunity. This means that even if you have spell immunity abilities, if you managed to get snagged by Dream Coil you can't just activate spell immunity and break the tether.
  • Shout-Out: An obvious one to the mischievous fairy Puck from A Midsummer Night's Dream, made even more obvious by the dying line; "A midsummer nightmare.".
  • Some Dexterity Required: Puck requires extremely quick reflexes to make the most of its abilities, as players will have to juggle a minimum of five different abilities to be casted in a precise order and within a short period of time, and often as many as eight or nine, all while being ready to instantly change the combo order in case something goes awry (on top of all these abilities having between no to extremely short cast animations). Played properly and equipped with enough mobility items, Puck can jump onto the enemy with no warning, disable them with Waning Rift and/or Dream Coil, dodge all of their spells with Phase Shift, all the while jumping away with an Illusory Orb.
  • Squishy Wizard: While Puck can be extremely hard to pin down, being silenced or chain-stunned will usually result in an easy kill if caught while initiating.
  • Standard Status Effects: Waning Rift silences all enemies in its radius for a few seconds.
  • Surprisingly Sudden Death: Puck is a decent Dagon user due to its high mobility; with Dagon, it can jump onto enemies and unload roughly 1500 points of magical damage within a second. This also means that, when initiating a fight, Puck can instantly turn the engagement into a 4v5 by nuking down the squishiest enemy before getting out.
  • Teleport Spam: With Illusory Orb, Puck can teleport to the projectiles it fires, allowing for quick escapes or initiates. Combine with a Blink Dagger, and you get this trope.
  • Time Abyss: Just as its backstory says, although Puck sounds very young, it is actually thousands of years old and by the time it reaches adulthood, the world as we know it will already be dust. It even considers characters like Lone Druid (who is literally older than history) young.
  • Wings Do Nothing: Puck flies around, but can't go over obstacles.

    Pugna, the Grandmaster of Oblivion 
https://static.tvtropes.org/pmwiki/pub/images/Pugna_6031.png
Voiced by: Gary Schwartz

In the Nether Reaches, the lama of the Arts of Oblivion had passed away, and the temple's regents were searching for youths who might be his reincarnation. The thirteen-month old Pugna was one of the three potential candidates to undergo the test. As the two other children played with the lama's possessions, Pugna blasted them with nether flames, leaving him as the only possible choice for the seat of lama. It was not much longer before Pugna grew bored of his position and burned the lamasery to the ground.

Pugna is a ranged Intelligence Hero who possesses powerful abilities which give him great versatility and offensive capabilities. He has a high base Movement Speed and also has the highest Intelligence gain per level in the game, which gives him the highest base stat at level 25. Nether Blast is a powerful AOE nuke which also deals damage to buildings, allowing Pugna to rapidly push out lanes by blowing up creep waves and towers alike. Decrepify turns an unit ethereal, slowing and disarming them while making them immune to physical damage but increasing the magical damage they take. This can be used to make enemies more vulnerable to Pugna and his allies' spells, or save an ally from physical attacks, but the combination of buffs and debuffs granted mean that targets must be chosen carefully. Nether Ward is an excellent teamfight ability which lowers mana regeneration and fires bolts which deal damage to enemies based on the manacost of their abilities, making Pugna a counter to casters. Pugna's ultimate ability, Life Drain, is a channelling ability which saps enemy health and grants it to himself, somewhat making up for his low durability. He can also use this ability on an ally to drain his own health into them. With these spells, Pugna is a versatile caster who can tear apart enemy heroes and their buildings alike, making him a great asset in both teamfights and pushes.

In Artifact, Pugna is a red hero. Nether Blast, his Active Ability, condemns a random enemy improvement. Nether Ward, his signature card, is an improvement which deals 3 damage to the enemy tower whenever your opponent casts a spell.


  • Anti-Structure: Nether Blast can deal damage to buildings. In Artifact, it condemns a random enemy improvement, while Nether Ward is changed to target the enemy tower instead of heroes.
  • Attack Reflector: The Nether Ward shoots a Mana Flare at an enemy hero every time they cast a spell.
  • Back from the Dead: In the lore, he was killed by Viper, but later came back to life.
  • Can't Catch Up: Pugna is one of the least hard carries in the game: he can come online fairly fast if given solo experience as a mid or safelane farmer, and then push towers extremely quickly with Nether Blast spamming, but as a carry he falls off hard around the 30-35 minute mark, because he doesn't scale well with items, unless if he has heavily snowballed his team with tower bounty.
  • Cast from Hit Points: Life Drain can be used to heal allied heroes, at the cost of Pugna's own health.
  • Counterspell: The Nether Ward deals damage before a spell takes effect, so if the target dies the spell will not be finished.
  • The Dark Arts: Oblivion magic.
  • Dem Bones: He's a walking skeleton.
  • Difficult, but Awesome: Decrepify is a versatile but tricky spell to use, as it inflicts its bonuses and drawbacks on friends and foes alike. Time it poorly, and you either saved an enemy by shielding them from your team's physical attacks, or doomed a friend by slowing them down and increasing the magical damage they take. But time it right and these scenarios are switched around.
  • Enfant Terrible: According to his backstory, he was barely one year old when he blasted two other kids with fire. Just a few years later, he had burned down the entire lamasery.
  • Evil Genius: He has the highest per-level intelligence in the game, and an appropriately enormous mana pool. Just a few levels in, he can spam spells with impunity. And of course, he's one of the most evil characters in the game, getting pleasure from the suffering of others.
  • Evil Sorcerer: Uses the Arts of Oblivion to cause havoc for his own amusement.
  • Evil Sounds Deep: Pugna's voice is surprisingly deep for someone who became undead when still a child.
  • For the Evulz: He doesn't have a specific reason to destroy everything, he just loves doing it.
    Pugna (Beginning the battle): Time to earn myself a bad reputation.
  • Glass Cannon: He is a Squishy Wizard with unusually short-cooldown, high-damage spells, and even deals damage to mechanical units and buildings with Nether Blast.
  • Glowing Eyelights of Undeath: Since he's a skeleton, he doesn't have eyes, instead having glowing green orbs.
  • Gratuitous Latin: "Pugna" is the Latin term for "fight" or "conflict", which certainly suits him well.
  • Having a Blast: Nether Blast is a spammable spell that creates a powerful explosion over a large area.
    Pugna (Attacking): "A real blast!"
  • High Collar of Doom: He easily has the most popped collar in the game. It almost looks like an attempt to compensate for his height.
  • Horned Humanoid: Has two large horns on top of his head, which can be customized.
  • Hunter of His Own Kind: He's a fragile Intelligence hero that excels at killing other fragile Intelligence heroes with his Nether Ward and Life Drain, which can melt frail supports like Lion or Crystal Maiden.
  • Jerkass: Pugna thrives on the grief and misery of others.
  • Life Drain: His ultimate rapidly deals constant heavy damage to an enemy while channeling it, and restores that amount to Pugna.. He can also perform a reverse version on allies to heal them at the cost of his own health.
  • Living Weapon: The Draining Wight cosmetic Nether Ward, which is described as part bone, part spirit.
  • Mana Burn: Nether Ward applies mana degeneration within its range, and casts Mana Flare at anyone who uses mana-consuming abilities, dealing from 100% to a whopping 490% (with Refresher Orb and Decrepify) of mana used as damage.
  • Mage Killer: Nether Ward is a good counter against heavy casters like Skywrath Mage and Lina, easily oneshotting them.
  • Mechanically Unusual Class: Pugna is one of the few INT heroes better suited to carrying than supporting: his skills need levels to scale and be useful (a level 1 Life Drain does nothing if you're behind in levels), making him a bad support; meanwhile, he's the most hardcore early pusher in the game with Nether Blast, and Aghanim's Scepter, which greatly boosts the damage of Life Drain and removes its cooldown, gives him good carrying potential, as he can spam it continuously unless killed or out of mana.
  • Mystical High Collar: He's the Grandmaster of Oblivion, and wears a popped collar which can be customized into various styles.
  • The Napoleon: He is much smaller than most heroes, but makes up for it with his temper.
  • No-Sell: Enemies affected by Decrepify also become immune to physical damage as a side-effect.
  • One-Hit Kill: A Mana Flare from the Nether Ward can often be this for squishy mana-heavy heroes like Lich, Lina and especially Skywrath Mage, whose ultimate Mystic Flare costs the most mana of all abilities in the game.
  • Our Liches Are Different: A wicked sorcerer-monk who somehow became undead (at what age is even less clear; his height and backstory suggests in childhood, but his voice would be absurdly deep for a child).
  • Piñata Enemy: The Nether Ward has a 80 gold bounty at level 4 and is easily destroyed, so Pugna players have to place it in hard-to-spot places to avoid an early detection from the enemy focus fire.
  • The Red Mage: Most of his abilities are used for nuking the living daylights out of the enemy, but Decrepify can be used defensively to protect against physical damage and Life Drain also serves as a powerful heal.
  • Religion of Evil: Pugna and his followers seem to be practicing a twisted fantasy counterpart of Tibetan Buddhism, even with references to lamas and the concept of the grandmaster's reincarnated form being chosen among children by letting them identify the grandmaster's possessions in its previous life.
  • Sickly Green Glow: The green flames burning in his ribcage as well as his abilities.
  • Spam Attack: Nether Blast have very short cooldowns and can be spammed as long as Pugna has mana. Which thanks to his whopping 4.5 point Intelligence growth is pretty easy to obtain with mana regen. Taken Up to Eleven with upgraded Life Drain as it doesn't have cooldown.
  • Squishy Wizard: The best example in the game; he has the highest Intelligence growth out of any hero (a whopping 4.5 points per level), but his Strength and Agility gains leave much to be desired.
  • Too Spicy for Yog-Sothoth: Because of his huge Intelligence growth, Pugna is one of the few heroes that can become completely immune to Outworld Devourer's Sanity's Eclipse, which only affects targets with lower Intelligence than OD.
  • Undead Child: If his height and backstory are anything to go by.

    Akasha, the Queen of Pain 
https://static.tvtropes.org/pmwiki/pub/images/Queen_of_Pain_1190.png
Voiced by: Linda K. Morris

The kingdom of Elze was ruled by a masochistic Ecclesiast-King whose lust for pain drove him to great lengths in order to satisfy his dark cravings. The demonologists held captive in his dungeons were given an opportunity: whichever one of them could summon a succubus familiar to inflict the suffering the king desired would be set free. One of them managed to bind the demon Akasha to the king's service, and she was made into his Secret Queen. But her torments were so sweet that the king began to neglect his royal duties, and an angry mob eventually broke into his palace and killed him. With her master dead, the Queen of Pain was no longer bound to anyone, and she was now free to share the king's favorite torments with the world.

Burst damage is the name of the game for the Queen of Pain. Her first spell is Shadow Strike, which allows her to throw a poisoned dagger at a target. The dagger deals damage, while the poison inflicts a powerful slow and damage over time effect. With her Blink ability, the Queen of Pain teleports a short distance, allowing her to either flee from her enemies when outmatched or get in position to better use her next two abilities: Scream of Pain deals a large amount of magical damage to all foes in a small radius around her, while her Ultimate ability Sonic Wave deals massive pure damage in a cone-shaped area, ignoring spell immunity. With these spells, the Queen of Pain will dish out all the pain her foes can take, and then some.

In Dota Underlords, Queen of Pain is a tier 2 hero belonging to the Demon and Assassin alliances. Her ability, Scream of Pain, damages nearby foes.


  • Armor-Piercing Attack: Sonic Wave is one of the largest area-of-effect spells that goes through BKB, making it extremely deadly in the right hands as she can finish off targets even if they've activated spell immunity to escape. It also deals Pure damage, which means that any amount of magic resistance will not help the target(s).
  • Bare Your Midriff: Her outfit does not cover her belly, except when she wears the Arch Temptress set.
  • Bi the Way: Her "kill rival" quotes include suggestive comments directed to heroes of both genders.
  • Black Mage: Three out of four of Queen of Pain's skills are nukes, giving her extremely high burst damage, and her last ability is a positioning spell that helps her get them off. If given fast level 6 in the mid lane, she can burst down most enemy heroes with ease when ganking the side lanes.
  • Bondage Is Bad: She's a demon pulled out of hell for the purpose of fulfilling the king's S&M fantasies, and afterwards chose to inflict as much pain to as many people as possible.
  • Brains and Bondage: Most of her lines are based off of BDSM, on top of her being an Intelligence hero.
  • Chainmail Bikini: Justified, since her intended purpose was originally a sexy Dominatrix, not a warrior. And now that she's in combat, she has some pretty poor defenses, being a Squishy Wizard.
  • Dark Action Girl: Queen of Pain can dish out loads of damage with her powerful spells, and is a pretty nasty person who thrives in the suffering of others.
  • Dominatrix: Her role to the Ecclesiast-King of Elze was to inflict the pain he so desired.
  • Double Entendre: Virtually her entire theme.
  • Dynamic Entry: QoP's nuking power and blink ability allow her to initiate fights on her terms, and blast down enemies extremely quickly entire teams at a time.
  • Fragile Speedster: Akasha has a built-in Blink ability, which allows her to engage and escape as she pleases. But unless you build survivability on her, she's easy to kill if she's stunned at the wrong moment and focused down.
  • Flash Step: Blink moves Queen of Pain over a very long distance (even more than Blink Dagger!) with only one point in the skill, and eventually reaches half of Blink Dagger's cooldown (or even shorter with the right talent) without the player-damage cooldown reset. Its only drawbacks compared to Blink Dagger are the mana cost and cast animation, as well the fact that it becomes unusable if silenced.
  • Glass Cannon: Akasha can deal massive amounts of AoE damage, but she's easy to kill if she's stunned at the wrong moment and focused down.
  • Great Escape: The extremely low cooldown on her Blink ability, on top of being able to slow pursuers with Shadow Strike, means that she can escape engagements that go sour fairly reliably.
  • Horned Humanoid: As can be seen in her portrait, Akasha has horns. They come in various styles depending on which headpiece you have equipped on her.
  • Jack-of-All-Stats: Queen of Pain has nearly everything people want packed into 1 hero: fairly reliable slow, AoE nuke for team fights and farming, built in mobility, and an ultimate that deals massive Pure damage that pierces spell immunity. She can be played in any core position from main carry, mid to offlaner, and is nearly always a safe pick in any situation against any team. She doesn't really take over a game but can always make an impact. Picking Queen of Pain doesn't reveal anything about your strat and even if she is a late pick, she can still fit.
    • The talent system introduced in 7.00 gives you options to enhance her different builds further: extra damage, GPM and attack range for a physical damage build (Bloodthorn, Mjollnir, etc.); or extra HP, cooldown reduction and an enormous 60% spell lifesteal to counteract her Squishy Wizard nature.
  • Kill Streak: Queen of Pain is notable among mid heroes for being reliant on getting early kills and snowballing with them in order to be effective. She has some of the best early game harassing abilities and can get kills with her nuking abilities at a time when the enemy has few ways to counter her, and then use those kills to buy items to increase her ability to kill enemies even more. But if she fails to snowball, then she has a much harder time since it's more difficult to get kills against farmed enemies who have ways to disrupt her chain attacks, can simply become immune to her damage or simply have too much HP, on top of her not having a hard disable ability and thus being reliant on buying an Orchid or Scythe with the gold from her kills.
  • Knife Nut: Her primary means of attack is with a seemingly infinite supply of throwing daggers.
  • Lady of Black Magic: A seductive, malicious succubus dressed in little, with a fighting style that focuses on spells which unleash powerful burst damage.
  • Life Drain: One of her level 20 talents grants Queen of Pain 30% spell lifesteal.
  • Make Me Wanna Shout: Scream of Pain and Sonic Wave are super-powerful screams which deal high amounts of damage to foes caught in the sound wave.
  • Magic Knight: Even though she is a burst-heavy nuker with no damage steroids skill, her right-click damage is still decent with good starting damage, faster-than-average attack speed, Intelligence growth, Blink to chase and kite and Shadow Strike to slow her targets. As a result, her item build mostly consists of Intelligence items which boost both her mana pool and right-click damage like Orchid Malevolence, Scythe of Vyse or Shiva's Guard.
  • Ms. Fanservice: She is basically the Dota equivalent of a porn star. Of course, she gets a pass on this one due to being a succubus-like creature.
  • Obvious Rule Patch: Blade Mail of all items had a brief stint as one of the most bought items on Queen of Pain, after 7.00 gave her a Level 25 talent choice to lifesteal off 70%note  of the damage her spells and items dealt. This along with two talents that gave her extra health made it so she could blink into an engagement, reflect all the damage, then get out unscathed because the Blade Mail also healed her. As of 7.02 just under two months later, Blade Mail is now one of the few damaging items you can't spell-lifesteal from.
  • Our Banshees Are Louder: In the original DotA, she was a banshee that, wishing for a physical form, possessed a succubus. Her sonic powers are all that remain of that aspect in Dota 2.
  • Poisoned Weapons: Akasha's first ability, Shadow Strike, throws a poisoned dagger at a target enemy which deals a small amount of initial damage and damage over time afterward, on top of slowing the target for the duration of the damage. It's often considered her best harassing skill in the early game, especially in the mid lane, since the damage is applied once every 3 seconds for 15 seconds, making it hard to use Bottle for that duration to recover from the damage.
  • Red Eyes, Take Warning: She has red eyes, fittingly enough for a demon, and loves to make others suffer.
  • Spam Attack:
    • Scream of Pain is on a constant 7 second cooldown, while Shadow Strike at its highest level can be cast every 4. With Blink on a 6 second cooldown, QoP is capable of dropping loads of damage on her enemies over extended chases. With her cooldown reduction talent on Level 15, you can take off another 12% across the board, or take off 34% if you add an Octarine Core on top.
    • Special mention goes to Sonic Wave, which is usually on a cooldown timer comparable to big teamfight ultimates. Purchasing an Aghanim's Scepter reduces its cooldown to 40 seconds (or 34 if you take the cooldown reduction at Level 15 as well), meaning that Queen of Pain can cast it on lone victims any time she finds someone, not just saving it to use on the whole enemy team during a major teamfight. It can even be used to nuke down creep waves instantly for little consequence.
  • Squishy Wizard: Despite her high mobility and nuking power, Queen of Pain still has a rather mediocre Strength and Agility gain (2 each per level), and very little base armor (1.6 armor at Level 1). If she doesn't kill her targets in the first few seconds or tries to engage more than one target at a time, she can be disabled and put down very easily.
  • Stripperiffic: A bra, a thong and pauldrons; that's it. Legion Commander actually calls her out on it.
    Legion Commander: (meeting Queen of Pain) You came to a battle wearing that?!
  • Supernatural Fear Inducer: One of Queen of Pain's level 25 talents causes Scream of Pain to force targets to run away in fear to their fountain for 1.5 seconds.
  • Teleport Spam: Alongside Anti-Mage, QoP's Blink gives her a huge amount of initiation or escape capability, being able to chase with ease or escape determined ganks.
  • Torture Technician: Both in her backstory and the lores for Shadow Strike and Sonic Wave.
  • Wave Motion Gun: Sonic Wave is a gigantic wave of sound that deals heavy damage to all enemy units in its wake.
  • Weaksauce Weakness: One of Akasha's greatest weaknesses is that virtually all of her damage is magical, so she loses a lot of her killing potential once her target activates spell immunity. As such, she's often used to pick off lone enemies who don't have a Black King Bar (or can't afford to use it in a single skirmish), or builds a Scythe of Vyse in order to prevent her target from even using their items.
  • Winged Humanoid: She has wings, which look similar to a bat's by default, but can be customized into many styles.
  • Wings Do Nothing: Though they might be at least symbolic, as in they represent Akasha's ability to move swiftly with her Blink.

    Rubick, the Grand Magus 
https://static.tvtropes.org/pmwiki/pub/images/Rubick_6820.png
Voiced by: Barry Dennen

Rubick, a famous wizard and duelist, had a strange problem. He would frequently be targeted by assassins, but their attempts were so simple, so boring. Tired of the feeble foes who were always trying to kill him, Rubick thought of a way to increase the challenge: by declaring that he would kill a Magus. As all Magi united in an effort to defend their brethren from this threat, Rubick once again found joy in combat, as each Magus posed a formidable challenge. But Rubick had the upper hand, as he applied his unique talents to turn his foes' sorceries against them. As the Magi identified that the spells who killed their friends belonged to their allies, distrust began to spread among them, and their efforts to kill Rubick instead turned against each other. By the time the fighting ceased, Rubick was unanimously granted the title of Grand Magus.

Rubick is a hero, generally played as a support due to his low damage, who possesses the unique ability to turn his foes' most powerful attacks against them. His first ability Telekinesis, lifts the target enemy helplessly into the air, after which Rubick can slam them down at a location of his choosing, stunning the target and any enemies near the landing point. Similarly, Fade Bolt has Rubick launch a coil of energy at an enemy, damaging them and reducing their attack damage before bouncing to another nearby enemy. There is no upper limit on how many times the bolt can bounce, but it only lasts for so long and each bounce causes it to deal less damage. Rubick's Arcane Supremacy puts him head and shoulders above most mages, greatly increasing his spell damage and causing debuffs from his spells to last much longer. Most of Rubick's kit is fairly plain and not flashy, but his true claim to fame lies in his incredibly versatile ultimate, Spell Steal. With it, Rubick studies an enemy, gaining the ability to use their most recently used spell for upwards of several minutes at its current level. This includes ultimates, making Rubick an incredibly dangerous foe to teams with powerful initiators or those with extremely important spells such as Doom's Doom and Enigma's Black Hole.


  • The Archmage: They don't call him Grand Magus for nothing. He is so talented at magic that he can imitate almost any spell.
  • Awesomeness by Analysis: The only explanation for his ability to copy even physical feats such as a Ground Pound or Spin Attack.
  • Badass Long Robe: Rubick wears a lengthy wizard robe, and of course you have to be a badass to participate in the War of the Ancients.
  • Beware the Silly Ones: Despite his spastic motions and insatiable curiosity, Rubick is a wizard able to instantaneously analyze any spell and perform it perfectly.
  • Black Mage: His default abilities are offensive in nature: Telekinesis holds a foe in place, stunning them and other enemies when they land, Fade Bolt sends out a wave of energy that damages enemies and weakens their attacks, and Arcane Supremacy increases the power of his spells.
  • Blood Knight: His backstory says he actually enjoys the attempts on his life.
  • Boom Stick: Rubick uses his staff as if it was a gun with some stolen spells (most notably Sniper's Assassinate). At other times it might be used as a stick horse.
  • Calling Your Attacks: Often says the name of the spell he stole or cast, especially in case of game-changing ultimates such as Chronosphere and Black Hole.
  • Challenge Seeker: He seems more driven by his curiosity and the promise of challenge than the actual battle or its outcome.
  • Clucking Funny: His Garb of the Cunning Augur set makes him look like one; In particular, the helm (reminiscent of chicken beak) and the back (reminiscent of chicken tail feathers). Combine them with the way he twitches his head, and the chicken imagery becomes more visible.
  • Confusion Fu:
    • Trying to remember what skill Rubick stole can be confusing, to say nothing of when he steals spells mid-fight. This isn't made any easier by the removal of the useful indicator in the original DotA that told everyone what he managed to steal.
    • Rubick himself does this. The reasons he "forgets" stolen spells after a set duration is because... he forgets to write them down.
    Rubick (forgetting a spell) : "How forgetful of me."
  • Continuity Nod: As in the original DotA, Aghanim is Rubick's father.
    Rubick (buying Aghanim's Specter): "Father's Masterpiece."
  • Cool Mask: Rubick is a powerful magician, and he wears a mask which covers his whole face.
  • Damn You, Muscle Memory!: Rubick actually gets harder to play as you get better, since you can steal a spell from a hero that you already know how to play, and then press the key for the spell you stole to cast it, instead of "D".
  • Difficult, but Awesome: Because of Spell Steal, Rubick gameplay requires at least basic knowledge of what every other hero's spells do, to say nothing of the proper situation to use them. Good Rubick players, however, need to be able to recognize what actually is worthwhile to steal, what hero will consistently give a good spell to use, and when that hero will actually cast that spell. Many hero spells are meant to be used in tandem with others on that hero, and many spells often times work better with Rubick than on the original owner. A Rubick that steals, say, Windrun from Windranger won't get much mileage out of it, but if he manages to grab Shackleshot then he can easily setup a 2-hero shackle with Telekinesis. Experienced Rubicks can easily grab whatever spell is needed right in the midst of combat, resulting in crazy situations like blinking right into an enemy crowd, rapidly stealing something like Earthshaker's Echo Slam or Enigma's Black Hole, and initiating with the stolen spell, all within the span of a few seconds. This gets even more absurd if he can manage to build an Aghanim's Scepter, since he'll be able to steal an enemy spell every two seconds, meaning that he can steal multiple ultimates during a teamfight, and cast them as long as his mana pool is big enough.
  • Discard and Draw: Whenever Rubick uses Spell Steal, he automatically forgets the currently stolen spell.
  • Emerald Power: Rubick is strongly associated with the color green: he has glowing green eyes, appears to have green skin, has green gems all over his armor, a green blob on top of his staff, and his own spells have green particle effects, and the Magus Cypher arcana can turn certain stolen spell effects green too.
  • Face Framed in Shadow: Some of his cosmetic items, such as the Hood of the Cruel Magician, are hoods which hide his face in darkness, showing only his green glowing eyes.
  • The Faceless: His face is always concealed, either under a mask or hood.
  • Face Palm: Rubick used to do an animation like this when he used Night Stalker's Darkness (since replaced with Dark Ascension), whose only effect was turning day to night, something that only benefited Night Stalker due to his passive Hunter in the Night.
  • Flying Broomstick: He rides his staff like one when casting Batrider's Firefly.
  • Foil: To Invoker, both are arguably the most generic "Mage" type heroes, with no additional theme. Rubick dresses in black and green, Invoker wears white and gold. Rubick's a Nice Guy, while Invoker's practically a walking mass of ego. Rubick is very adaptable and a quick learner, but is also rather forgetful. Invoker meanwhile only uses the 10 spells he has, seeing everything else as beneath him but isn't all that bright, relying solely on his memory.
  • Glowing Eyes: Rubick's eyes glow green, which helps with the whole "Grand Magus" look he's going for.
  • Grievous Harm with a Body: Telekinesis lifts the target up for a certain amount of time, and then drops them at a point of Rubick's choosing, stunning any enemies in the area. It's also possible to put people on the cliffs next to the runes, rendering them helpless unless they have an ability or item that allows them to displace themselves or remove their collision (such as Force Staff, leap abilities like Slark's Pounce, a TP scroll, or a blink). Oh, and his version of Walrus Punch (back when it was stealable) fires off a clone of him to punch the target.
  • Hoist by His Own Petard: Rubick's Spell Steal seeks to do this against his enemies.
  • How Do I Shot Web?: Zigzagged with Spell Steal:
    • Due to Arcane Supremacy's spell damage and debuff duration amplification, Rubick's stolen spells can deal more damage and inflict debuffs that last longer than when used by the original owner. When Rubick uses an ability that does not require channelling or an extended preparation time, he still uses his default casting animation. Abilities stolen from heroes with a long cast point (like Jakiro's Ice Path or Leshrac's Split Earth) can thus all be cast within 0.1 seconds, making them superior on Rubick than on their owner. He also has a level 25 talent that increases the damage of all stolen spells by 50% - far higher than any other hero's spell amplification talents.
    • On the other hand, there are certain abilities which are nearly useless on Rubick because he lacks the stats, kit or items of the original owner to benefit from them, like Drow Ranger's Precision Aura, Meepo's Poof, Troll Warlord's Berserker's Rage,... In addition, while Rubick has Arcane Supremacy and his own talent to improve the stolen spells, stolen spells never benefit from the original owner's talents, so Rubick can never stun enemies with Tether, cast Cataclysm, nor summon spell immune golems with Chaotic Offering for example.
    • When it comes to Aghanim's Scepter upgrades, Rubick will cast the upgraded version if and only if he has Scepter, without taking into account if the enemy also has it; so if the enemy has Scepter and he doesn't, the version cast by Rubick will be weaker and vice versa. That being said, Scepter is very much a luxury item for him: being a support, accumulating 4200 gold isn't easy, and there are usually more important items for Rubick to buy (most importantly Blink Dagger and/or Force Staff) before he can afford a Scepter for himself.
  • Insistent Terminology
  • In the Hood: The Garb of the Cruel Magician cosmetic set, which replaces Rubick's mask with a hood.
  • It Amused Me: The Flavor Text of Telekinesis implies that he occasionally uses it to amuse himself. You can also invoke this by dropping enemies on cliffs; if you manage to do so, it's insta lulz for your team.
  • Jack-of-All-Stats: Rubick can fit in any lineup, as his skillset is incredibly flexible. Telekinesis is a single target stun which can then be used as areal stun or a repositioning spell - perfect to combo with other single or areal stun or a positioning-dependent skill. Fade Bolt is a Chain Lightning type spell with debuff component, so it can be immediately be followed up with other single target nuke to capitalize on its damage or other areal nuke to capitalize on its AoE capacity. And finally, anything the enemy can use against you, Spell Steal can use it back against them. Technically speaking, there's a certain team composition relying on mostly physical damagers and passives that would render Spell Steal useless, but if the enemy actually uses this lineup, the game might as well be won.
  • Like Father, Like Son: He, like his father Aghanim, has great magic powers.
  • Magic Staff: A bubbling, green, plasma-like substance emanates from the top of his staff, and he can use it to cast magic, such as the magic bolt of his basic attack, Fade Bolt, and many of the spells he can copy with Spell Steal.
  • Marionette Motion: He's moving non-stop in a very unusual way.
  • Master of None: Despite Rubick's flexibility, his stat growth is complete arse, so he can't spam spells for shit. In addition, his spells in general are very weak compared to the equivalents of other supports (Telekinesis deals no damage and has a long cooldown and short range, and Fade Bolt deals less damage compared to other chain-lightning type spells. Without Aghanim's Scepter, he gets to steal one spell during a teamfight, and can cast it only once if it's a good spell with long cooldown. Anyone who plays Rubick will notice how little impact you have unless the enemy has good spells.
  • Mind over Matter: He can lift and drop enemy heroes with Telekinesis.
  • Morphic Resonance: Any transformation spell he steals will always result in a smaller, green-colored model compared to the original, making them easily distinguishable.
  • Pinball Projectile: Fade Bolt has the unique distinction of having no chaining limit (the only other such skill is Lich's upgraded Chain Frost), its only restriction being that it can only hit each target once per cast. It also loses a bit of damage on each bounce, meaning that it will theoretically end up dealing no damage after a certain number of bounces.
  • Power Copying: His ultimate, Spell Steal, grants Rubick the last ability that an enemy used for a few minutes. It's slightly limited in that he can't cast an enemy's ultimate at full power if they have Aghanim's Scepter and he doesn't. However, buying one grants him the upgrade (where applicable) of the ultimate he just stole, even if the original caster doesn't have a Scepter, meaning that it's possible for Rubick to cast an ulti that's more powerful than if it were cast by the original hero.
  • Power Glows: He appears to glow from under his robes.
  • Punny Name
    • Given a nod by the Immortal item Staff of Perplex, which is tipped with a puzzle that bears more than a passing resemblance to a Rubik's Cube.
  • The Rival: He's somewhat of a Foil to Invoker, and he has several lines mocking him. They're also foils in ability; both require memorization of abilities and have enormous versatility.
  • Running on All Fours: When he stole Charge of Darkness or Shapeshift (although the latter can be excused since he's now in wolf form).
  • Schmuck Bait: You better be very careful approaching a Rubick who's loitering next to cliffs, as he might be baiting to drop you on the cliff and render you helpless.
  • Simple Staff: Not normally, but if he manage to steal certain melee abilities such as Culling Blade, he uses his staff as a bludgeoning weapon.
  • Simple, yet Awesome:
    • Telekinesis deals no damage and has a hideously long cooldown for a non-ultimate stun. Yet it is considered an incredibly powerful disable for 3 reasons: it is cast instantly, it hits instantly, and its repositioning effect can absolutely ruin an enemy hero's day in the right situations.
    • Rubick's cast animation itself is this, as it allows him to cast most spells faster than the original owners. While Terrorblade can Sunder a target in 0.35 seconds, Rubick can do so in 0.1.
  • Simplified Spellcasting: His truly distinguishing feature is that he casts spells near-instantly, including stolen spells.
  • Some Dexterity Required: By himself, managing all of your spells and positioning yourself can be quite tricky, especially if you tend to steal spells on the fly and use them as needed (particularly for blinking spells). However, getting an Aghanim's Scepter cranks this Up to Eleven, since you won't be limited by the cooldown of Spell Steal anymore.
  • Squishy Wizard: Like most other Intelligence supports, Rubick suffers from low to mediocre base Strength and gain, on top of pitiful base armor and Agility gain, meaning that he's incapable of surviving if focused on. For this reason, he's largely played as a counter-initiator with his ultimate rather than the first guy who jumps into a teamfight. Can be subverted if Rubick manages to steal Morphling's Attribute Shift, and convert his Agility into Strength. The result is a Rubick who is even squishier against physical attacks, but has a loads more of health to compensate.
  • Telekinesis: His first skill and a very powerful disable, allowing both repositioning and mass stun at the same time.
  • Throwing Down the Gauntlet: Rubick's idea of acquiring the title of Grand Magus was to challenge one to a duel.
  • Troll: While Valve has gone out of their way to patch this out as much as possible, it's possible to use Telekinesis to lift enemies and then drop them onto elevated areas that cannot otherwise be reached without blinking or using a Force Staff or jumping abilities, essentially trapping enemy players if they have no way to displace themselves. The most notable areas to do this are two or three small spots on the cliffs near Roshan, since players will never buy TP scrolls among their starting items and the courier can't be upgraded until three minutes into the game. This means that unless you kill them, they'll likely be stuck in place until someone upgrades the courier and they buy a TP scroll, all the while everybody else is laning and gaining levels. Managing to do this during a teamfight is an incredible boon to your team, especially if you managed to get their melee carry.
  • Up to Eleven: While Rubick's Spell Steal is very powerful in its own right, should he happen to steal Arc Warden's Tempest Double, things can get absolutely ridiculous, as the double is fully capable of casting a Spell Steal of its own. For extra ridiculousness, steal Morph off an enemy Morphling with Aghanim's Scepter for up to four Rubicks at the same time.
  • Victory Is Boring: The reason why he decided to become a magus? He got bored of the constant attempts on his life.
  • Voluntary Shapeshifting: If he steals such an ability. It's even possible to stack several shape changes at once and get all of the benefits (as well as downsides).
  • Weak, but Skilled: Rubick has mediocre stats all across the board - despite being called the Grand Magus, he has the 3rd lowest Int growth amongst Intelligence heroes; and both his Strength and Agility are unremarkable as well. He makes up for this with the supreme versatility and unpredictability of Spell Steal: by stealing the right abilities, Rubick can aid himself and allies by casting crippling disables, applying curses, unleashing powerful nukes, disorienting the enemy team, supporting his allies with buffs, escaping from rough situations, or even enhancing his own physical attacks.
  • What the Hell, Player?: He isn't happy if you botch a stolen Meat Hook.
  • Wizard Classic: Badass Longrobe? Check. Magic Staff? Check.
  • You Will Not Evade Me: Telekinesis can be used to forcibly pull an enemy to your team. The range is not very far, but it's very useful to disrupt positioning, or forcibly reposition an enemy on the wrong side of a ledge.

    Shadow Demon 
https://static.tvtropes.org/pmwiki/pub/images/Shadow_Demon_8233.png
Voiced by: Nolan North

The Shadow Demon was the only demon among his peers to show a strong interest in the physical world, which he believed held the key to conquering all realities. Using his power to grant the wishes of those who summoned him, he gradually amassed a large group of followers, all of which mistakenly believed they were his master — in truth, it was the other way around, and the Shadow Demon turned them all into mindless slaves. So great was his influence, that the balance of the Umbral Pact was threatened, and the demons Lucifer and Nevermore were forced to cooperate to destroy him and his cult. But the Shadow Demon could not be fully obliterated, and a tiny fragment of his power still remained. Over several centuries, he gradually regained his power, and in the meanwhile he formulated a new plan for world domination, this time without the flaws of his previous attempt.

The Shadow Demon uses powerful spells to disrupt his foes, making him a great support hero. Disruption places a unit, friend or foe, inside a sphere of darkness, disabling them but also making them invulnerable for a period of time. Once this effect ends, two illusions of the target are summoned under Shadow Demon's control. This spell is very versatile, as it can be used to remove an enemy from the fight, or keep an ally alive by shielding them from harm, and the illusions can multiply a friend's power or turn a foe's against them. Soul Catcher curses all enemies in an area, instantly removing a portion of their current health. Half of the damage dealt by this effect is returned after a short time. Shadow Poison sends forth a wave of darkness which inflicts a stacking curse on all enemies hit. Once the curse's duration ends, or Shadow Demon uses Shadow Poison Release, the victims take heavy damage, which is multiplied by the number of stacks, potentially dealing massive damage. Finally, the Shadow Demon's ultimate ability, Demonic Purge, removes buffs from an enemy while heavily slowing them. The target's speed is gradually restored over the duration, and once the effect ends, the target takes great magical damage. These abilities allow the Shadow Demon to maintain a constant influence over the tide of battle, should one learn to master his powerful spells.


  • Assimilation Plot: Shadow Demon eroded the identities of all of his followers and made their mind his own.
  • Black Mage: The only spell in Shadow Demon's arsenal with any defensive application is Disruption. Other than that, Shadow Demon is a purely offensive caster.
  • Casting a Shadow: Shadow Poison deals a small amount of damage to any target in its path, then places a stacking debuff on the target. After a certain amount of time (or at Shadow Demon's command), the target takes additional damage based on how many times they were hit with Shadow Poison, with the damage increasing exponentially with the number of stacks.
  • Chained by Fashion: Shadow Demon wears them on his chest, likely signifying his (false) servitude to the summoners who thought they were his master.
  • Combination Attack: Disruption is one of the best skills to help teammates land spells with long cast times or delays. Examples include skills such as Torrent, Sacred Arrow, Light Strike Array and even Sun Strike or Slithereen Crush. When combined with Soul Catcher, this makes for a powerful ganking combination.
  • Damage-Increasing Debuff: The old version of Soul Catcher amplified all incoming damage for a random target in its area of effect. This made it a very powerful damage amplification spell, but it was only reliable against lone enemies.
  • Dark Is Evil: Has a dark, purple and red color scheme, uses shadow-based abilities like Shadow Poison, and is so evil that even Shadow Fiend and Doom (the latter of whom is literally Satan) decided to form an Enemy Mine alliance to stop him.
  • Death of a Thousand Cuts: While Shadow Poison deals very little damage per tick, the total damage from several stacks can reach 320 right from level 1.
  • Defog of War: Shadow Poison briefly reveals the area it passes through, so it's often used to scout important areas like narrow paths, high grounds or the Roshan pit.
  • Difficult, but Awesome: Disruption is infamous as one of the most misused skills in pubs, often used indiscriminately by bad Shadow Demon players and more frequently saving the enemy than accomplishing the skill's purpose, which is buying time and setting up for teammates to land other Difficult, but Awesome skills - something that only good players that coordinate with their teammates can do.
  • Evil Overlord: Seeks to dominate the universe, and almost succeeded once.
  • Evil vs. Evil: His actions forced Doom and Shadow Fiend to join forces and fight him.
  • From a Single Cell: According to his backstory, he's been almost destroyed before.
  • Glowing Eyes of Doom: His glowing yellow eyes give him a demonic look.
  • Linear Warriors, Quadratic Wizards: Played straight with Disruption, making it one of the few inversions of how the trope is presented in Dota. Since it creates two illusions of a hero, it only gets stronger and stronger alongside the teams' carries as the game progresses.
  • Locked Out of the Fight: A unit affected by Disruption can do nothing but becomes invulnerable for its duration except against Soul Catcher, Shadow Poison and Demonic Purge.
  • Manipulative Bastard: Although not reflected in his gameplay, Shadow Demon fooled his summoners and everyone he was placed in the service of, allowing him to gain control over a massive cult.
  • Monochromatic Eyes: Has solid yellow eyes.
  • Multiversal Conqueror: Shadow Demon wants to conquer all realities, and believes that the physical realm is the best place to start.
  • Never Given a Name: He is only known as the Shadow Demon, and it's unclear if he actually has a name or not.
  • Our Demons Are Different: In Dota 2, demons originate from the Seven Hells and speak Ozkavosh. Between his fellow demonic heroes, Doom and Shadow Fiend, Shadow Demon resembles the former more closely, having a bipedal body with a tail and hoof-like feet. However, he lacks Doom's wings and has a Skull for a Head.
  • Percent Damage Attack: Soul Catcher damages all enemies in its area for a percentage of their current health. While half the health removed is returned, that's only if the target is alive and didn't get blown up by, say, Shadow Poison.
  • Pocket Dimension: Disruption banishes any hero from the battlefield for 2 seconds. The ability is often used for disabling an enemy, giving your team 2 seconds to surround them, or can be used on an ally or yourself to effectively dodge any damage that you would have otherwise taken in those two seconds.
  • Poisonous Person: Shadow Poison.
  • Power Nullifier: With Aghanim's Scepter, Demonic Purge disables the target's passive abilities while active, making it very effective at shutting down enemy carries.
  • Purple Is the New Black: Although the "Shadow" part of his name implies darkness, his abilities have a reddish-purple glow to them.
  • Religion of Evil: Shadow Demon formed a cult in the past as part of his plan to Take Over the World, attracting followers by granting their wishes and slowly hypnotizing them into becoming his slaves.
  • Skull for a Head: As can be seen in his portrait, Shadow Demon's head looks like a skull, implicitly because he still hasn't fully recovered from the smackdown that Doom and Shadow Fiend gave him.
  • Spam Attack: Shadow Poison, with its short cooldown, low mana cost and stacking effect.
  • Squishy Wizard: In addition to being a squishy Intelligence support, Shadow Demon rarely has the money to afford durability items.
  • Status-Buff Dispel: Demonic Purge removes all positive buffs from a target and severely slows the target for several seconds, then deals a large amount of damage. The buff removal and slow even go through spell immunity, making it an extremely useful tool for shutting down melee carries who have just activated their Black King Bars and are bearing down.
  • Surprisingly Sudden Death: In the early game where enemies have less HP, the fact that Shadow Poison's damage increases exponentially as you inflict more and more stacks can take players by surprise. Against a squishy target, you can easily take off more than half their health in an instant — and since the damage is applied all at once once the stacks expire or Shadow Poison Release is used, less-experienced players would look at their health bar, think that they're still in a safe range, and not run away, letting you stack even more poison on them or whittle them down to the point where the burst damage will be lethal.
  • Take Over the World: His aspiration is to take over the mortal realm by enslaving followers, and actually made some pretty good progress before Doom and Shadow Fiend put an end to it.
  • Too Spicy for Yog-Sothoth: In Shadow Demon's backstory, when Nevermore collected a nasty-tasting soul only to discover that it held nothing but part of Shadow Demon's foul essence.
  • Twin Maker: Disruption creates two illusions of its target once its duration ends. Good for both making the enemy fight two of their own carry and giving your own carry a free Manta Style.
  • Walking Shirtless Scene: By default Shadow Demon doesn't wear a shirt and neither does he have a shirt slot for cosmetic items.
  • Why Am I Ticking?: Played with. While Shadow Poison and Demonic Purge do not affect the surrounding targets, they still turn the enemies into living bombs activated by timer running out - or manually.
  • You Have Outlived Your Usefulness: The lore of Demonic Purge:
    Once Shadow Demon no longer has any need for his collected cultist, he releases it from its subservience - and its life.
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    Rhasta, the Shadow Shaman 
https://static.tvtropes.org/pmwiki/pub/images/Shadow_Shaman_4746.png
Voiced by: Gary Schwartz

Abandoned in the Bleeding Hills until he was found by a travelling con-man, the half-troll Rhasta spent his youth as his master's assistant. Swindling money from villagers before fleeing to the next town, they became infamous, and eventually they were attacked by an angry mob of their previous marks. The con-man was killed, and Rhasta's powers, which were once used only for magic shows, had to be turned against his attackers.

Shadow Shaman is a hero generally played in the support role, as his powerful spells mean he does not need many items to be effective. Indeed, his arsenal of hexes and charms make him a devastating disabler, nuker, and pusher all in one. With his Ether Shock, the Shadow Shaman zaps several foes with lightning, dealing damage to multiple foes in a cone-shaped area. He can also render his foes helpless by casting Hex on them; this spell transforms the target into a small critter that is unable to attack, cast spells, or use items. His third spell, Shackles, is a very long-lasting stun that is most effective when other allies are nearby: Rhasta must channel to maintain the disable on the target, rendering both him and his victim unable to act for the duration. Finally, his powerful ultimate ability is Mass Serpent Wards. This spell summons a multitude of snakes which can attack foes and buildings alike, blasting them with powerful projectiles that inflict splash damage. Due to its ability to affect buildings, Mass Serpent Wards allows Shadow Shaman to rapidly tear down towers and barracks. All of these spells put together make the Shadow Shaman a versatile and powerful hero who can contribute greatly to both teamfights and pushes.

In Dota Underlords, Shadow Shaman is a tier 1 hero belonging to the Troll and Shaman alliances. His ability, Hex, turns an enemy into a chicken, preventing it from attacking or its ability.


  • Baleful Polymorph: He can turn enemies into chickens with his Hex (called Voodoo in DotA) skill. The Immortal wand, Lamb to the Slaughter, replaces the animal with a sheep instead.
  • Barrier Warrior: The Mass Serpent Wards are placed such that there is an empty spot in the middle of them. This is specifically designed such that, if you're good enough, you can drop the wards right on top of an enemy hero, which without a source of escape ability or phase, can box them in and render them helpless while the snakes blast at them. Shadow Shaman even has specific voice lines when he accomplishes this.
  • Black Mage: Shadow Shaman is one of the very few heroes in the game with more than one hard disable, and he can deal good damage with his other two spells as well.
  • Con Man: In his lore, Shadow Shaman worked for a travelling con-man who would tell people's fortunes and places curses on their enemies, then flee to the next town before they caught on. Eventually, an angry mob cornered them, leading to the con-man's death and Rhasta developing powers used for killing.
  • Dark Is Not Evil: Rhasta's called the Shadow Shaman and is a creepy-looking troll creature, but seems to be a fairly nice guy.
  • Dual Wielding: Uses two wands.
  • Glass Cannon: Mass Serpent Ward is one of the most powerful pushing and teamfighting skills in the game, able to burst down heroes, towers and Roshan alike with their massive damage output. Combined with Ether Shock, Shadow Shaman has great damage output in the mid-game, but he has one of the worst strength and movement speeds in the game, making him extremely easy to focus down and kill.
  • Magic Wand: He carries two small wands with which he throws energy bolts and casts his various spells.
  • Monochromatic Eyes: His eyes are completely white.
  • Multishot: Aghanim's Scepter causes the Serpent Wards to attack two units at once for full damage.
  • Mundane Utility: He first used his supernatural abilities to entertain people, but he later weaponized them after his master was killed.
  • Nonhuman Humanoid Hybrid: Part hill troll, part something else.
  • Power Nullifier: Shadow Shaman is notable for having two hard disables (Hex and Shackles), while most other heroes in the game do not or have only one reliable disable, making him one of the best roaming supports in the game.
  • Shock and Awe: Ether Shock and Shackles use some kind of magical electricity.
  • Squishy Wizard: His squishiness and lack of any escape mechanism is compounded by one of the slowest movement speeds in the game, meaning that he can melt very easily under fire.
  • The Turret Master: Mass Serpent Ward summons ten Serpent Wards, which act like ranged turrets. When focused on one target, be it a hero or a building or anything else, they can deal large amounts of damage.
  • Yellow Lightning, Blue Lightning: His Ether Shock and Shackles use yellow lightning, the only spells in the game to do so.

    Nortrom, the Silencer 
https://static.tvtropes.org/pmwiki/pub/images/Silencer_281.png
Voiced by: Michael Gregory

For two hundred years, the order of Aeol Drias had designed a lineage which would result in the birth of the most powerful magician to have ever walked the earth, one who would end the conflict between them and the Knights of the Fold. With Nortrom's birth, this plan was about to succeed: all that was left was to wait for his amazing magical abilities to develop. But as his training in the Hazhadal Barrens progressed, it appeared that Nortrom was unable to use any kind of spell. When the day where his final test arrived, Nortrom ignored the taunts of his mage peers as he prepared to face them in magical combat. And though his opponents were highly trained in the magical arts, Nortrom finally revealed his own sorcery: the opposition found itself silenced, unable to pronounce their magical incantations, leaving them at the mercy of the Silencer. The Aeol Drias prophecy was true.

Silencer is an unorthodox mage who punishes the use of magic. A unique ability of Nortrom's is that whenever an enemy dies in his presence, two points of intelligence are stolen from them. This allows Silencer to snowball should he play as a carry and earn a lot of kills, but his spells are powerful on their own and he can be put in a support position as well. Arcane Curse is an incantation which affects enemies in the targeted area: all targets are slowed and take damage over time, and if an affected foe uses a spell, the duration is increased. This forces enemies to make a choice: do they wait out the duration of the curse, or do they use their spells and suffer the increased damage over time and slow? Silencer's next ability, Glaives of Wisdom, is part of what makes him such a menace in the carry position: this auto-cast ability causes Silencer's attacks to deal additional pure damage based on a portion of his intelligence. Considering how he can permanently steal the intelligence of his foes, this ability can seriously boost his attack damage should he earn enough kills. With Aghanim's Scepter, Glaives of Wisdom pierces spell immunity and deals double damage against foes who are silenced. Last Word inflicts heavy magic damage and a silence after a delay. However, if the target uses a spell, the delay ends immediately. Finally, Silencer can turn the tide of battle from anywhere on the map with his ultimate ability, Global Silence. As its name implies, this ability instantly silences all enemies on the map for several seconds, which gives the Silencer and his team a powerful advantage against enemies who rely on abilities in combat.


  • Adaptation Species Change: Was a Blood Elf in DotA, but now just a human in Dota 2.
  • All of the Other Reindeer: Nortrom suffered much ridicule from his peers for his lack of magic. They quickly changed their tune when he proved that lack of magic was his magic.
  • Anti-Magic: His "magic" spells revolve around nullifying other people's magical abilities.
  • Arch-Nemesis: To the Knights of the Fold, according to his backstory, which is Chen's faction. However, neither of them have voice lines that indicate any of this.
  • Armor-Piercing Attack:
    • Glaives of Wisdom deal pure damage, though they do not bypass spell immunity.
    • Global Silence has an interesting interaction with spell immunity. It can actually silence units through spell immunity, invulnerability, and invisibility, meaning that it will be applied to all enemies no matter what. However, it is a purgable debuff, meaning that activating BKB after Global Silence has been cast (since almost all other forms of spell immunity and purge are ability-based, they will be disabled by Global Silence) will remove the debuff and allow you to cast.
  • Big "SHUT UP!": The cast sound for Global Silence is Silencer shouting "SILENCE!"
  • Black Mage: None of Silencer's spells are defensive in nature.
  • Boring, but Practical: Silencer's ultimate is not flashy, has no cool particle effects, deals zero damage and does Exactly What It Says on the Tin; it silences every enemy hero, preventing them from casting spells for 6 seconds. It is considered far and away one of the best teamfight ultimates in the game. One button press and you cancel a Black Hole or Death Ward, prevent a Ravage or Primal Split. The fact that it's global means Silencer can screw up enemy combos without having to pay a lot of attention to positioning. Just the threat of Global Silence can really put a team at a disadvantage, and force them to play in less than ideal circumstances.
  • Brought Down to Normal: In his backstory, he defeated every single rival student by depriving them of their magical powers before beating them up. In the game, he can silence the opponent, nullifying active abilities.
  • Calling Your Attacks: A variation: the sound effects for Arcane Curse and Global Silence are distorted versions of his voice lines.
  • The Chosen One: He's prophesized to be the champion of his group, but everyone thought the call chose a wrong person when he didn't show magic affinity. Only when he revealed that silence is magic too that they realized that the call was right.
  • Cool Helmet: Tall and pointy, in purple and gold. It can also be customized in even cooler styles.
  • Evil Laugh: The sound effect for Last Word is a creepy, distorted version of Silencer's laugh.
  • Fixed Damage Attack: Glaives of Wisdom deal bonus Pure damage based on Silencer's current Intelligence, meaning that they scale extremely well into the late game.
  • Fuuma Shuriken: He is armed with huge, enchanted three-pointed throwing blades which he calls "glaives".
  • Glass Cannon: Since he has good Agility and steals two Intelligence points from enemies when they die near him or by his hand (meaning that even a support Silencer can rack up large amounts of stolen Intelligence simply by assisting in kills), his Glaives of Wisdom become incredibly powerful late game, because their damage scales with Intelligence. However, his base Strength and Agility are so low that if caught out he can be killed fairly easily, which is why Force Staff is considered a major item for Silencer to purchase, even as a carry.
  • Hunter of His Own Kind: Silencer is a spellcaster whose skillset is tailored to make other spellcasters useless.
  • Ingesting Knowledge: Presumably possesses some form of this, since he can permanently steal two points of Intelligence from any enemy hero that dies near him or anywhere if he gets the kill.
  • Interface Screw: Global Silence doesn't just silence the opponents, but mutes all game sounds for its duration as well.
  • Irony: Silencer's greatest counter is that, as an Intelligence caster, he is also rendered helpless by silences, which will prevent him from casting his spells and disable the bonus damage from Glaives of Wisdom.
  • Jack-of-All-Stats: Silencer can be played as a carry or a support, since his abilities give him lots of disable and crowd control (as a support he can build Refresher Orb, becoming little more than a walking double ultimate that is nonetheless still effective), and Glaives of Wisdom scales into late-game with enough kills and farm to allow him to output large amounts of damage.
  • Mage Killer: His entire kit is designed to punish spellcasting heroes as heavily as possible by dealing more damage over time to them, triggering a nuke faster, or just straight-up silencing them instantly, and finally stealing their intelligence once they die, which permanently lowers their mana pool.
  • Magic Knight: Unusually for an Intelligence hero, Silencer's right-clicks actually scale very well thanks to Glaives of Wisdom. This means that as a carry, he can build Intelligence items not only to increase the size of his mana pool (thus allowing him to utilize his disable and crowd-control abilities more often) and give him more base damage, but it also increases the Glaives of Wisdom bonus, encouraging players to also build attack speed items to capitalize on his highly-damaging right-clicks.
  • Mana Burn: Arcane Curse drains the mana of all enemy heroes in an area, and resets when the target casts a spell.
  • Mechanically Unusual Class: Despite his name, Silencer's only direct-targeted ability that actually applies a silence debuff to his foes upon casting is is ultimate, which has an extremely long cooldown (130 seconds at all levels, comparable to other huge teamfight ultis like Black Hole, Ravage and Guardian Angel). Instead, he "silences" his foes through other means. By permanently stealing their Intelligence through kills and assists, he reduces the size of their mana pools, making them much less able to cast spells over an extended period of time. By debuffing them with Arcane Curse, he forces them to not use spells so that they stop losing HP. And by casting Last Word on them, he either forces them to expend mana to reduce the duration of the slow or keep the mana but risk being caught by an enemy team because of their slow. In effect, Silencer eliminates his opponents' ability to cast spells by reducing the size of their mana pool and then draining it dry so that they have no mana to cast spells even if they haven't been afflicted by the silence debuff.
  • Mutual Disadvantage: Against enemies who rely on passive instead of active abilities, like Sniper or Drow Ranger, Silencer's abilities to, well, silence lose much of their effectiveness. On the other hand, these characters will instead take further damage from Curse of the Silent (and Global Silence, if upgraded with Aghanim's Scepter). Last Word also slowed down enemies which can catch the opponent off guard if an enemy team catches them. However, Silencer lost some of his effectiveness against them after his rework, as Arcane Curse isn't too disruptive against enemies that don't cast spells and Last Word no longer disarms or slows.
  • Mutual Kill: The only situation in which the Silencer does not benefit from a kill. Usually when he gets a kill, he steals 2 Intelligence from his victim. However, if Silencer is dead by the time his killing blow lands, the Intelligence steal does not take effect. In the original DotA, the stolen Intelligence was released from the victim as a projectile and only granted to Silencer when it reached him; if he died before the projectile reached him, he would not gain Intelligence.
  • Non-Indicative Name: Nortrom's 'glaives' do not look much like what they're insisted to be. Unless, of course, you go by the fantasy definition of "glaive" codified by Warcraft, in which case they fit the description like a glove.
  • Non Standard Skill Learning: His Intelligence Steal passive ability is available right from the start.
  • Not So Stoic: If his team wins, the usually stoic and subdued Silencer will celebrate quite enthusiastically.
  • Power Nullifier: He specializes in silencing his opponents.
  • Purple Is Powerful: Changed to this color scheme from his original red because he was too similar to Dragon Knight.
  • The Quiet One: Being the Silencer, he's not one for idle chat. He'll even shush the player if they click him enough.
  • Real Men Wear Pink: His color was changed from red to pink/fuchsia for a time to differentiate him from Dragon Knight. It was quickly changed to his current deep purple. Ironically, his intermediate fuchsia color was quite similar to tyrian purple, historically known for being associated with Roman emperors. Too bad that's no longer the automatic association.
  • Sadistic Choice
    • Last Word forces the target to choose between casting an ability and losing mana, and then getting damaged and silenced (rendering their spells useless in a teamfight for the duration of the silence, and weakening them later on due to not having the mana to cast what they need), or to save the mana by not casting a spell, and still take the damage and silence anyways.
    • Arcane Curse forces the enemy to choose between not casting a spell and waiting for the debuff to end (thus making them less useful if a teamfight actually starts), or use spells and lose even more mana and HP.
  • Standard Status Effects: Specializes in silencing enemies; his third ability, Last Word, also slow the target during the duration of the spell. Global Silence silences every unit on the map, and can be upgraded via Aghanim's Scepter to deal damage too.
  • The Stoic: Unlike most heroes in the game, Silencer very rarely shows any emotions and speaks with a hoarse, whispery tone.
  • Too Awesome to Use: Because Global Silence has such a long cooldown, Silencer is often forced to hold onto his ultimate until a huge teamfight breaks out. Casting it in minor skirmishes could allow the enemy to confidently engage in a major teamfight with the knowledge that Global Silence is on cooldown.
  • Took a Level in Badass: In his youth, Silencer was mocked for his lack of magic. After he defeated all of his peers by silencing their own magic, he quickly gained their respect.
  • Too Spicy for Yog-Sothoth: Because his ability to permanently steal Intelligence from dying enemies potentially grants him the highest Intelligence growth in the game if he can get a good number of kills or assists, Silencer is one of the few heroes that can become completely immune to Outworld Devourer's Sanity's Eclipse, no matter their respective levels.
  • Un-Sorcerer: Several generations of selective breeding by the mages of Aeol Drias for a Chosen One ended up producing Nortrom, who seemingly had no magic whatsoever. Naturally, this was viewed as a disappointment... until Nortrom showed everyone that his lack of magic also made him incredibly adept at silencing magic.
  • Vampiric Draining: Any enemy hero that dies near Silencer or is finished off by him permanently loses two Intelligence points which are then given to him.
  • Who's Laughing Now?: He silenced every spell caster laughing at him, then made them bow to him, and his teachers recognized him as The Chosen One.
  • Wound That Will Not Heal: If an enemy dies near Silencer or gets killed by him, then they'd permanently lose 2 Intelligence points. They are gone for good and nothing can bring them back for the victim.
  • You Are Already Dead: Often the result if Silencer casts Last Word on a fleeing foe with low HP. As they will take the damage no matter what (unless they activate spell immunity/invulnerability or have it applied to them), it is not uncommon for the enemy to squirm for 5 seconds prior to dying to the damage.

    Dragonus, the Skywrath Mage 
https://static.tvtropes.org/pmwiki/pub/images/skywrath_mage_7832.png
Voiced by: TJ Ramini

Since his youth, Dragonus had been close to the Skywrath princess Shendelzare (now known as the Vengeful Spirit). But as he plunged himself into the study of his kind's magic arts, he was too distracted to protect her when she was attacked by her sister and thrown out of the Ghastly Eyrie. The Skywrath Mage is sworn to protect the queen no matter what, but unfortunately for him this means that he has no choice but to serve the one who betrayed the one he loved. But while he may be unable to directly act against the queen, he is secretly trying to find a way to restore the Vengeful Spirit to her rightful post.

With his many damaging spells, the Skywrath Mage is capable of outputting enormous amounts of damage. Though he doesn't need many items to dish out pain, he does become much more effective with farm, making him a potent core as well as a viable support. His first spell, Arcane Bolt, sends out a slow-moving homing ball of magic towards an enemy. Though the spell's base damage is low, it also deals bonus damage based on Skywrath Mage's intelligence, allowing it to scale in power as he gains levels and items. With Concussive Shot, Skywrath Mage launches a projectile towards the nearest enemy hero in a large range, inflicting damage and slowing enemies in an area of effect. Thanks to its long range, this spell can be used to both initiate a gank and finish off fleeing foes. Arcane Seal complements his other abilities well, as it not only inflicts silence on a target, but also greatly lowering their magic resistance. This means that the target will take much more damage from Skywrath Mage's other spells. Skywrath Mage's fearsome ultimate is Mystic Flare. This powerful spell summons a storm of magical energy focused on a small area. Enemy heroes within that area will constantly receive a large amount of magic damage, spread out among the targets. Combined with an ally's disable to prevent them from escaping, this spell can inflict a lot of pain on an enemy hero. Should Skywrath Mage obtain Aghanim's Scepter, his spells will automatically target a second nearby enemy upon being cast, doubling him magical damage output.

In Artifact, Skywrath Mage is a blue hero. He has the Active Ability Concussive Shot, which lowers the armor of a hero and its neighboring allies by 2 for one round. His signature card, Mystic Flare, deals 12 damage evenly divided between a target unit and its allied neighbors.


  • Achilles' Heel: One of the biggest jokes relating to Skywrath Mage is how Pugna's Nether Ward can cause Skywrath to one-shot himself by casting his maxed Mystic Flare in range of it.
  • Acrophobic Bird: As per the norm in this game, Dragonus can't bypass terrain despite constantly flying.
  • Adaptation Species Change: In DotA, he was an elf riding a giant bird. With Dota 2, he became a Skywrath, a race of human-like beings with bird features like wings and talons.
  • Bastard Understudy: What Dragonus is forced to become after Vengeful Spirit's sister's successful coup. He has several voice responses regarding "biding [his] time".
  • Bishōnen: Definitely has a lot more of this than most of the male cast.
  • Black Mage: He is one of the most fearsome nukers in the game and can easily mow down opponents from afar with his various spells.
  • Blade on a Stick: The Immortal spear Empyrean.
  • Bling of War: The Golden Empyrean, a very rare golden version of Empyrean.
  • Byronic Hero: Though he is described as a good-hearted person, he truly cares only about his love, the Vengeful Spirit, and is haunted by his failure to protect her. The lengths to which he would go to save Shendelzare can put his morality in question.
  • Cold Ham: He doesn't have to bellow and still comes up as a Large Ham, probably due to his preference for dramatic, long-winded speeches.
  • Cool, but Inefficient: His old Aghanim's Scepter upgrade, which reduced the cooldown of Mystic Flare and greatly increased its duration to 12 seconds, certainly sounded impressive, but wasn't too useful due to Mystic Flare's ludicrous mana cost and the fact that no enemy would voluntarily stand in its area of effect anyway.
  • Damage Discrimination: Mystic Flare will only ever damage enemy heroes, ignoring creeps, illusions and summons.
  • Damage-Increasing Debuff: Ancient Seal silences the target and decreases its magical resistance (the greatest next to Ethereal forms).
  • Failure Hero: His lore. Basically it all starts with how he failed to prevent Shendelzare's fall from grace and is now stuck with serving her more ruthless sister that he hates.
  • Fantastic Racism: If his line isn't about how shit it is to be him, it's about how superior the Skywrath are to everyone else.
  • Feather Motif: His various spells often incorporate birds or feathers into their particle effects.
  • Flechette Storm: When Skywrath Mage is equipped with the Immortal Empyrean staff, Mystic Flare now rains spears inside its area of effect.
  • Foreshadowing: Prior to Dragonus' release on Warcraft III DotA, Vengeful Spirit's lore mentions her race as Skywrath. Do the math.
  • Glass Cannon: Skywrath is notable for being one of the game's most powerful nukers, as he can set up targets with Concussive Shot and Ancient Seal (which silences and slows them, and reduces their magic resistance), and then blast them down with Arcane Bolt and Mystic Flare (which deal more damage due to Ancient Seal, and the latter which will drop most of its damage on the target due to the slow). However, he's also extremely easy to kill if ever caught out of position.
  • Harping on About Harpies: With a pair of wings and bird talons instead of normal feet, the Skywrath are essentially harpies except that they are not a One-Gender Race.
  • Hit Box Dissonance: Mystic Flare will distribute its damage evenly among all heroes in its area of effect. So while it may drop absurd amounts of damage onto a single target, casting it on two enemies will halve its damage, greatly reducing its effectiveness.
  • Homing Projectile: While this applies to all targeted spells, both Arcane Bolt and Concussive Shot qualify for this, the first due to its extremely slow travel speed, and the second for its long range fire-and-forget nature.
  • Informed Flaw: Despite being a Skywrath, who are supposedly notable for being vengeful and unforgiving, Dragonus exhibits none of these traits, most likely a case of My Species Doth Protest Too Much. Of course, he can still be those things, he's just better at keeping it in check. And it's mostly directed at the Skywrath queen rather than everyone else.
  • Instant Runes: Ancient Seal creates a circle filled protruding triangles and marked with a symbol.
  • It's All About Me: If you aren't Shendelzare, to him you're just either an insult to her loss, or a obstacle to be blasted apart.
  • Kill Sat: Skywrath's ultimate, Mystic Flare, saturates a small area with Beam Spam. Worth noting it's the game's most damaging spell with a very short cooldown, as well as the most mana-expensive spell in the game, so it requires careful positioning to keep a single enemy within the damage area. If he purchases Aghanim's Scepter, casting Mystic Flare causes a second one to be dropped on a nearby enemy hero, letting him nuke down two enemies at once and create a large hazard zone that few heroes would want to cross.
  • Large Ham: Mainly due to his use of Purple Prose.
  • Light Is Good: Zig-zagged. He's not technically a light-themed character, but his spell visuals, golden armor look fairly angelic firmly place him in this category. Personality? He's noble and good hearted, but he's a little... obsessed in restoring his love Shendelzare back to normal even probably at cost of the virtues of the Skywrath, and is a bit of a Skywrath supremacist... and in the same time came to secretly hate his own Queen for her foul play in Shendelzare's fall from grace, possibly hinting that his supremacist attitude was a result of having to follow the ruthless new Queen's orders. Definitely good, but has a big flaw he's juggling.
  • Linear Warriors, Quadratic Wizards: Played straight (which oddly makes it an inversion in Dota) with Arcane Bolt, a nuke whose damage scales with Dragonus' Intelligence. As a result, if he manages to acquire many items which grant bonus Intelligence over the course of a match, Arcane Bolt will scale extremely well into the late game.
  • Long-Range Fighter: All of his spells have a high range, which means that he can snipe foes from far away. In particular, Concussive Shot has a 1600 range (global with the appropriate talent), meaning that anybody just inside of visual range in the daytime is susceptible to being hit by it. The opposite thing is true as well: because of Skywrath's abysmal strength and agility, he can be very easily killed if the enemy can get close to him.
  • Magic Missile Storm: Mystic Flare qualifies as this, as it's a damage-over-time spell laid over a small area, meaning that unless an opponent is immobilised they're probably not going to absorb the entire ultimate.
  • Magic Staff: His weapon, a large staff which fires energy balls.
  • Noble Top Enforcer: He is mostly noble, but currently the Skywrath are run by ruthless people and he doesn't like them, but has no power to overthrow them.
  • Painfully Slow Projectile: Arcane Bolt has a 500 travel speed, comparable to (and slower than many) ranged auto-attacks. If an enemy retreats, it is actually possible for them to avoid taking the damage for several seconds, long enough in some cases to use a healing item to avoid death.
  • Power Nullifier: Ancient Seal silences the target and increases the magical damage taken by them.
  • Proud Warrior Race Guy: In spite of his misgivings to the current ruler, he's proud as a Skywrath and consider other races 'lesser'. Also, the Skywrath in general are pretty snappy about battles...
  • Purple Prose: Tends to speak in long sentences full of flowery-sounding words.
  • Spam Attack: Arcane Bolt has very low cooldown (5 seconds at level 1, and two seconds at max level), negligible mana cost, and scales with Intelligence, leading to it being used as an overglorified autoattack. His Aghanim's Scepter upgrade adds a whole new level of this: each time he casts a spell, a second enemy near the target is hit by that same spell, allowing him to spam out a ridiculous volume of Arcane Bolts, silence multiple enemies, and drop two Mystic Flares at a time.
  • Squishy Wizard: Especially the case with Skywrath Mage. His strength gain is very low and he has the second lowest agility growth in the game (tied with Undying and only higher than Tiny), making him extremely squishy.
  • Unlucky Childhood Friend: Friend to Shendelzare, and has a crush on her. Too bad she became Vengeful Spirit.
  • Weaksauce Weakness: No matter how much setup you have for Mystic Flare, it's possible for the spell to be completely wasted by a simple Force Staff or Glimmer Cape.
  • Winged Humanoid: The Skywrath are a race of them. His wings can be customized with many styles.
  • Wings Do Nothing: Due to gameplay mechanics, he can't fly over terrain.

    Raijin Thunderkeg, the Storm Spirit 
https://static.tvtropes.org/pmwiki/pub/images/storm_spirit_6051.png
Voiced by: John Patrick Lowrie

When the plains beyond the Wailing Mountains suffered from drought, an elementalist by the name of Thunderkeg pursued a dangerous solution. He summoned the Storm Celestial Raijin and asked for rain, but the enraged Celestial proceeded to devastate the land with its power. With no other choice, Thunderkeg cast a suicidal spell to bind Raijin within his own body, merging the two into Raijin Thunderkeg, the jovial, irrepressible Storm Spirit.

Storm Spirit is a highly mobile nuker and disabler usually played in the mid lane as a carry, whose speed and damage output are only matched by his massive mana consumption. His first ability places a Static Remnant, which detonates for area damage when an enemy approaches. When he closes with an enemy, Storm Spirit can use Electric Vortex to bind the enemy and pull it towards him, while slowing himself in the process; with Aghanim's Scepter, it pulls all enemies near him, making it potentially very dangerous in a teamfight. Storm Spirit's damage and chasing potential are greatly augmented by his passive ability Overload; each time he casts an ability, this ability causes his next attack to deal bonus magical damage in an area and greatly slow enemies. Combined with his low-cooldown abilities, Storm Spirit can alternate between spells and attacks to deal heavy chip damage. Ball Lightning, Storm Spirit's ultimate ability, turns him into a true force of nature, allowing him to zap across the battlefield at high speed as an invulnerable bolt of lightning. With no cooldown on this ability, Storm Spirit is nearly impossible to catch or escape from, but its drain on his mana pool cannot be overstated, meaning that he has to watch his mana carefully and stack mana regeneration to avoid burning out.

In Artifact, Storm Spirit is a black hero. His Passive Ability, Overload, increases his Attack by 2 until the end of the next combat phase whenever you play a black card in any lane. His signature card is Ball Lightning.


  • Achilles' Heel: Due to his frailty and reliance on his ultimate to initiate (as well as most of his damage output coming from his spells), Storm Spirit can become very easy prey if he's silenced in the middle of a gank, or runs out of mana in the wrong place.
  • Adaptation Species Change: A Pandaren in DotA. He still had a similar origin story as a lightning being imprisoned in a mortal body at the cost of the mortal's life.
  • Acrofatic: He moves surprisingly easy for his weight, often doing mid-air flips and striking poses when casting spells.
  • Anti Escape Mechanism: Storm Spirit is often considered one of the most powerful long-range initiators in the game, even without many items. If he manages to farm the items he needs, he becomes a force to be reckoned with.
    • Ball Lightning, while costly in terms of mana, allows Storm Spirit to jump on any enemies he wishes that are in the same general part of the map that he is. It also deals more damage the longer the travel distance.
    • Overload, which procs each time Storm Spirit casts a spell, will cause his attacks to drastically slow the target's movement speed, effectively dropping anything that isn't at the speed cap down to minimum speed if the attack connects.
    • Electric Vortex will disable an enemy for up to 2.5 seconds, preventing them from reacting while Storm Spirit pummels them.
    • Static Remnant deals respectable damage and has an extremely low cooldown, allowing players to proc Overload with almost every attack while dealing large amounts of damage.
  • Art Evolution: Storm Spirit had his model reworked during the Three Spirits update, to match the visual style of the other two elemental spirits.
  • Big Fun: Fairly pudgy, and very cheerful.
  • Big "NO!": One of the funniest sound clips that you can hear from him when your team loses.
  • Black Mage: Storm Spirit is a purely offensive caster, none of his spells having any direct defensive application.
  • Death of a Thousand Cuts: Each individual Overload attack deals a pitiful amount of damage (comparable to damage-over-time spells), but it's possible to proc it on every right-click if you can cast a spell between each attack. Used properly, it can lay down a surprising amount of damage over a few seconds, comparable to many higher-tier damage nukes, and this isn't even counting the physical damage from the attacks or any additional magical damage from casting Static Remnant and Ball Lightning.
  • Defog of War: Static Remnant gives flying vision around the remnant for the duration that they're active, allowing players to use it to scout up cliffs, through trees, and into the Roshan pit.
  • Difficult, but Awesome: Because the mana cost of Ball Lightning - the main ganking tool of Storm Spirit - is relative to the distance travelled, good mana management is essential to play Storm Spirit: if you overextend, you can very easily find yourself in a bad position without any mana. A good Raijin player, can, however, launch almost impossible ganks and initiate teamfights with ease, and get off scot-free.
  • Dynamic Entry: Ball Lightning allows Storm Spirit to travel vast distances and initiate on heroes who aren't aware that he's in the area.
  • Fragile Speedster: He is one of the fastest and most mobile heroes in the game, capable of travelling over impassable terrain at will to initiate and escape ganks. On the other hand, Storm Spirit is not a tanky hero with his low Strength. If he can't zip out, he dies.
  • Fusion Dance: The combined form of a Storm Celestial and a human wizard.
  • Glowing Eyes: His eyes glow white, representing how he's half thunder god. The immortal item The Lightning Orchid changes the glow to red.
  • Grand Theft Me: An unusual heroic example. Thunderkeg used a spell to trap the Celestial spirit Raijin in his own body.
  • Great Escape: Ball Lightning makes Storm Spirit extremely hard to pin down without silences. A gank has to either keep him locked down while it finishes him off, or burn all his mana reserves out, not an easy feat when he's always building mana regeneration.
  • Hunter of His Own Kind: Storm Spirit is a squishy, high-mobility hero that specializes in hunting down other squishy, high-mobility heroes, as Ball Lightning lets him initiate on them from far outside their effective range and easily chase them down if they try to escape, while his other abilities let him hold the target in place and burst them down.
  • Invulnerable Attack: Ball Lightning temporarily turns Storm Spirit invulnerable when he's zipping.
  • It's All About Me: He enjoys making animate sculptures of himself, and generally doesn't give much respect to other heroes.
    Storm Spirit, casting Static Remnant: "Ooh, who's that handsome devil?"
  • Large Ham: Gloriously so. Many of his lines are spoken in a loud, bombastic voice.
  • Magikarp Power: Storm Spirit starts the game as a ranged hero with moderate right-click damage and a nuke that is essentially melee-ranged, and is very vulnerable to enemy supports ganking the mid lane until he hits level 6. Without many items he won't do much in a teamfight besides flying short distances and throwing out mildly annoying but not very strong Overload right-clicks and the occasional Electric Vortex. That said, once he gets 2 big items (usually Bloodstone and Orchid Malevolence), his extreme mobility allows him to deprive the enemy of their jungle, easily eat supports and compete with other carries by his ability to engage/disengage at will and outplay them in general (zipping away when the other team pops their Black King Bars or ultimates, or quickly picking someone off before they have a chance to get their skills off).
  • Money Multiplier: Spamming Static Remnant and Ball Lightning combined with Overload makes Storm Spirit one of the best stack clearer mid heroes in the game. It's very hard to shut his farm down since even if you completely overwhelmed him at mid, he can simply go to the jungle and catch up if his supports are at least semi-competent.
  • Monochromatic Eyes: Solid white eyes.
  • Motor Mouth: All nearby players will hear voice lines from him every time he emerges from Ball Lightning, making him one of the chattier heroes in the game.
  • Nice Hat: His default hat is wide-brimmed, pointy, and has some kind of sparkly electricity streamer emitting from the top.
  • Power Glows: Since he's half Storm Celestial, his body glows with electricity.
  • Power Trio: Forms one with Earth and Ember Spirit.
  • Ride the Lightning: Ball Lightning lets Storm Spirit travel across vast distances on the map, and deal a large amount of damage to any enemies he hits along the way (the longer the distance, the greater the damage). However, it's extremely mana-expensive, costing a percentage of his total mana pool to begin, and more per distance traveled, rather than a fixed number. As such, Bloodstone is pretty much considered a necessity to make up for the rate at which he guzzles mana.
  • The Rival: Artifact reveals that he sees himself as one to Zeus, fellow deity in charge of thunder.
    "There are number of things one could say about Zeus. He has a delightful mustache. His physique is chiseled out of marble. And when it comes to two-timing your wife while disguised as a swarn, there is no equal. But one thing he is not is 'God of Thunder'. For I am thunder. And lightning. And wind. And rain. Indeed, I am the tempest itself... and there is no god to whom I bow."
  • Self-Duplication: Static Remnant creates an image of Storm Spirit that explodes when an enemy comes near it.
  • Shock and Awe: Due to half of him being a thunder god, all of his abilities involve electricity.
  • Some Dexterity Required: While simply using Ball Lightning to initiate and then hitting the target with an Overload attack can be relatively straightforward, it takes careful management of your spells and split-second timing in order to make the most of your attacks, since you want to attack after casting a spell and you never want to cast two spells without an attack inbetween.
  • Spam Attack: Storm Spirit's playstyle revolves around spamming the very cheap Static Remnant and zapping around the battlefield with Ball Lightning as frequently as possible to take advantage of Overload.
  • Spell Blade: Overload causes Storm Spirit to deal bonus magic damage on the next auto-attack he uses after casting a spell. While each individual attack doesn't do much, Static Remnant has an extremely low cooldown (and Ball Lightning has none), meaning that with the right combo it's possible to drop upwards of a thousand magical damage on a target in the span of a few seconds.* Squishy Wizard: Storm Spirit's starting Strength and Strength growth are atrocious, meaning that he'll go down fast if caught out of position without mana.
  • Super Speed: When using Ball Lightning, Storm Spirit can move at a ludicrous 2500 speed. Compare it to the normal maximum speed attainable, 522.
  • Surprisingly Sudden Death: Once Storm gets at least Bloodstone and Orchid Malevolence, most supports become no more than food to feed him. He can simply jump in from the fog with Ball Lightning, use Orchid Malevolence to make his prey hapless, then use his combo and the support in question is more than likely already dead. Repeat chain feed for maximum rage - there's a reason that many support players absolutely despise a Storm Spirit on the enemy team.
  • Yellow Lightning, Blue Lightning: Blue, like most lightning in the game. Except when he's equipped with the Lightning Orchid hat, which changes Ball Lightning to red.
  • You Will Not Evade Me: Downplayed with Electric Vortex: while it does pull the target towards Storm Spirit's position, the cast range is quite short (so Storm Spirit has to be fairly near the target at the first place) and the distance in which the target is dragged is even shorter.

    Squee, Spleen and Spoon, the Techies 
https://static.tvtropes.org/pmwiki/pub/images/techies_7932.png

Where Squee, Spleen, and Spoon go, calamity soon follows, as many now-vanished towns have found out shortly before being blown to smithereens. Their latest catastrophe occurred in the town of Dredger's Blight, as they worked on their new invention: remotely-detonated bombs, meant to make dynamiting the city's mines a safer task. Unfortunately, the Techies do not know the meaning of safety. After burying a bomb for a test, Spleen grabbed the detonator. The first press of the button did nothing, and neither did the next several, but the Techies eventually saw their invention succeed... although it wasn't just the buried explosive that blew up, but their massive stockpile of backup bombs as well. The enormous blast caused the ground below Dredger's Blight to cave in, and the entire town vanished into the expanding crater. As the terrified citizens fled their homes, all the Techies could think about was how to improve on their creation.

Techies are not your usual kind of heroes. They have slow movement speed, slower than even Crystal Maiden, and even creeps can dish out more damage than their normal attacks. Their skills outside of direct combat, on the other hand... are what makes them dreaded. They're best known for their Proximity Mines, invisible explosives that trigger after a short delay if any enemy enters its blast radius, inflicting heavy damage. Because they cannot be detected by True Sight, enemies will need to watch their step when treading unfamiliar territory. Aside of damaging mines, they can also plant a Stasis Trap, which instantly roots any enemy that steps inside its area of effect. If the enemy gets close to them, the Techies can have a final ace in the hole, Blast Off! This ability launches the Techies at an enemy, dealing massive damage to enemies in the surrounding area and to Techies themselves, potentially killing both, and silencing any enemy that survives the blast. Their traps can be set off by enemy creeps, so planting them in the middle of the open battlefield would be wasting mines as the enemies can just wait until their creeps step on it. That is where their Ultimate, Remote Mine, comes in, as these mines are manually detonated by Techies instead of exploding when an enemy gets close. Unlike Techies' other traps, Remote Mines can be stacked on each other, and any careless enemy treading on a stack of them will end up having quite a blast.

In Dota Underlords, the Techies are a tier 5 hero belonging to the Scrappy and Inventor alliances. Their ability, Remote Mines plants a bomb which explodes after a delay, dealing heavy damage in a large area; foes nearer to ground zero take double damage.


  • Action Bomb: Blast Off! blows up Techies to deal damage to enemies near them.
  • Adaptation Species Change: They used to be Goblins in the original DotA. Now they're... some other creatures, not Goblins.
  • And the Rest: Spoon, the third Techie who sits in the barrel tied to Squee's back, is treated like this for laughs. Squee and Spleen share most of the interaction and dialogue, and themselves think that Spoon is dead.
    Spleen: I think so.
    Spoon (from the barrel): No I wasn't.
  • Animal Motifs: Pigs feature heavily in their Arcana set.
  • Anti-True Sight: Aghanim's Scepter-upgraded Minefield Sign will prevent any mines under it from being detected by any form of True Sight. Additionally, Proximity Mines cannot be seen by True Sight, but do become visible when standing in the blast radius.
  • Arbitrary Gun Power: They use a bazooka, and with the Swine of the Sunken Galley, a cannon for a weapon, yet are completely outclassed in base damage by every other hero, including Sniper, who uses a much smaller rifle. Justified, since the bazooka fires a small firework, and the cannon is trashed beyond repair.
  • Ascended Extra: Minefield Sign didn't exist in the first DotA, and was created when Techies got ported into Dota 2 as an ability that did absolutely nothing in the game, exclusive to the owners of the Swine of the Sunken Galley Arcana. Player feedback eventually caused Valve to make Minefield Sign available to people without the Arcana as well. Come 6.84, the gimmicky Arcana promotion has, surprisingly, developed into a very strong ability of its own, albeit only with an Aghanim's Scepter upgrade.
  • Better to Die than Be Killed: Skilled Techies players can use Blast Off! to deny themselves, denying the enemy team gold from killing him while halving his respawn time.
  • Cast from Hit Points: Blast Off! causes Techies to lose 50% of their max HP when it lands. This damage can kill them.
  • Cherry Tapping: Techies has the worst autoattack damage of any hero, and starts out being outclassed by everyone except the smallest neutral creeps. Its also extremely Boring, but Practical, having an extreme base range of 700, Techies could actually outharass most heroes despite the abysmal damage. Hilariously, one of their level 25 talent gives him 251 attack damage.
  • Cigar Chomper: Squee always has a cigar in his mouth if you don't have any cosmetics equipped that remove it.
  • Combat Pragmatist: Fighting the enemy head on will always spell doom to Techies. You have to fight dirty and depend on smartly placed mines in order to maximize Techies' potential.
  • Cool Helmet: Squee and Spleen each get a pig-shaped helmet and visor with the Arcana equipped.
  • Crazy-Prepared: A must-have trait when playing Techies, you have to know which routes the enemy heroes will take and plant the proper bombs to ruin their day.
  • Defog of War: All of Techies' mines and traps give varying amounts of vision (from just vision of the area immediately around the mine itself to equal to what Heroes get at night). Remote Mines, with their 800 vision, can be used as free Observer Wards, while Proximity Mines can be planted in common smoke gank paths as early warning devices, or at juke spots to finish off fleeing enemies.
  • Delayed Explosion: All of Techies' abilities have delays either in their arming time (the time between when you set it down and when it's ready to start working), trigger time (the time between when someone walks into its trigger radius and when it actually goes off), or a combination of both. This means that Techies can't just drop their explosives willy-nilly, but rather have to plan far ahead in order to make the most of their bombs.
  • Demolitions Expert: The Techies at least view themselves as geniuses when it comes to explosives. In truth, they're very reckless with their bombs: their lore describes them as frequently destroying entire towns on accident, and they can even blow themselves up with Blast Off!. But if you want something blown up, the Techies are still your go-to hero.
  • The Dividual: The Techies are three persons that are controlled together and are treated as the same unit by the game.
  • Difficult, but Awesome: Because Techies have extremely little direct combat ability, their play style depends heavily upon the knowledge, map awareness and game sense of the player.
    • In order to be effective, Techies players have to have very good map awareness, predict their enemies' movements, and plan far ahead so that they can lay enough traps in the right places. Even basic enemy vision can give away Techies' plans, as knowing that a Techies is somewhere they're not supposed to be usually means that they have mines there as well, thus telling the enemy where to set up detection.
    • Detection itself is also a major problem for Techies, since a 900 gold item can easily spoil poorly-placed mine clusters. Good Techies players need to place their traps in such a way that even if the enemy has detection they can be effective (such as abusing high ground and corners around trees).
    • Proximity Mines become visible when an enemy is within its blast radius, and with only 1 HP and a fairly high gold bounty, any hero can simply destroy the mine before it goes off and get a handful of gold out of it. As such, badly placed mines can give the enemy a lot of free gold, but well-placed ones can deal quite a bit of damage.
  • Disc-One Nuke:
    • A properly placed Proximity Mine can be this if an enemy hero (or heroes) can be led towards it. Its massive damage also makes it a decent laning spell that can efficiently destroy creep wave and potentially dealing heavy damage to enemy heroes. Blast Off! is a powerful 300 damage nuke that also silences victims for 4 seconds right from level 1, making it potentially deadly in an early gank and giving Techies respectable solo killing potential.
    • Techies' right click is pretty much an unusable joke in the late game, but thanks to its massive range of 700, it's surprisingly potent at the laning stage. With a couple of Null Talismans, it makes for a very strong harassment tool.
  • Ditzy Genius: They're very intelligent when it comes to building and detonating explosives but other than that, none of them are right in the head.
  • The Engineer: Of the Combat Engineer variety, when using their Proximity Mines against buildings. Proximity Mines can damage structures, including towers and barracks, making it one of the very few spells capable of doing so. A Techies with level 4 Proximity Mines can not only deal large amounts of damage to creep waves and jungle camps, but also knock down towers alarmingly quickly should the need arise.
  • Fantastic Fireworks: The Swine of the Sunken Galley Arcana set adds various firework effects to their explosions.
  • For Science!: Used in several of their voice lines. They're apparently quite serious about it, to the point that they think it's not proper science if there's no explosions.
  • Glass Cannon: Techies can deal large amounts of damage all around the map, and left to their own devices can easily stop pushing creep waves or even destroy enemy towers surprisingly quickly. However, despite their above-average survivability for an Intelligence hero in the early game, Techies need to build mana items non-stop to fuel their mines, and as a result, from the mid-game, they're essentially food if caught without Blast Off!.
  • Guide Dang It!: Stasis Trap has a interesting property where, when one triggers, it destroys all other stasis traps in the blast radius. Nowhere in the game is this mentioned, and the game is perfectly fine with letting you place traps too close together.
  • Hope Spot:
    • I hope you're not trying to teleport back to base while standing on their invisible remote mines...
    • Or alternatively, you have finally cornered Techies in low HP, and there's no nearby mines. Free gold and XP? Blast Off! No gold and XP for you, and in the worst case scenario, you die in the explosion and end up giving Techies XP and gold.
    • Or the classic case: You are going your merry way, trying to visit a Secret Shop, or maybe you're about to pull a successful gank or you just escaped a deadly gank! ... You stepped into Techies' mine field, or they detonated their Remote Mines cluster. You die or get so heavily wounded you become such easy pickings to the other enemies.
  • Land Mine Goes "Click!": Proximity Mines emit a distinctive "bling" sound when triggered by an enemy. Remote Mines also go "beep" when activated via Focused Detonate.
  • Lethal Joke Character: Normally, Techies' attacks have all the power and danger of paper clips. However, one of their talents choices at level 25 gives them a massive +251 damage - almost as much as a Divine Rapier. Combine this with the longest attack range in the game and a healthy helping of items, and suddenly the trio transform into a mounted machine gun that shreds enemies at near untouchable distances, and punishes them with a cluster of mines if they try to approach.
  • Mad Bomber: They are a bunch of explosives experts, and they are definitely not what you'd call 'sane'.
  • Mechanically Unusual Class: Techies fall in the category of heroes that are very different from the rest, with their skillset resulting in gameplay based on mind games and skilfully placed traps.
  • Non Standard Skill Learning: Techies have an innate passive skill available from the start, Minefield Sign.
  • Nothing Is Scarier: If the enemy is too scared to cross the river or approach the high ground for fear of being blown to hell, Techies are doing their job correctly. True Sight relieves some of the paranoia, but once a Techies gets their hands on a Scepter, all bets are off. Suddenly, if you see a minefield sign, it could either mean the area is littered with mines...or they want you to think it's littered with mines, and because the sign gives immunity to true sight, the only way to check one way or the other is by having your face blown off.
  • Oh, Crap!: The typical reaction of planting a Sentry Ward to try and find his minefields, only to find out that you're standing in one. Or when you're caught by a Stasis Trap and see the nearby Proximity Mine about to go off in your face and/or the nearby Techies waiting to Blast Off! in your general direction.
  • Outrun the Fireball: Proximity Mine has a 1.75-second detonation delay after being triggered, allowing fast heroes to either get out of range or destroy the mine.
  • Power Trio: Techies Demolitions is comprised of three members: Squee, Spleen, and Spoon.
  • Schizo Tech: Like many of the Keens, they use pressure mines and remotely detonated explosives while most other heroes still fight with swords and magic.
  • Science Hero: What they lack in physical strength or magical power, they make up for with their creative genius and bombs. Lots and lots of bombs.
  • Self-Deprecation: Meta-wise. "Who said we couldn't count to three?". Well, seeing that Valve can't seem to make a sequel with the number 3 and... who made this game, again?
  • Shout-Out:
    • Has several quotes from Counter-Strike, in terms of Terrorists in Demolition maps.
    • There's also a shout out to Team Fortress 2 in one of their kill lines.
  • Stone Wall: Strategically a case of this, he's very difficult to push down towers against, and very good at defending areas, as expected of someone who uses mines, but not much use on the offensive and highly risky even for the parts they're good at.
  • Stuff Blowing Up: Their specialty is planting bombs, standing back, and watching the ensuing explosive carnage.
  • Suicide Attack: Blast Off! is this if used while Techies has 50% HP or less. The ability it replaced, Suicide Squad, Attack!, would kill Techies unconditionally if it went off.
  • Surprisingly Sudden Death:
    • Remote Mines creates invisible mines which can be stacked, and detonated all at once. If you forget to bring a Sentry Ward when taking a tower, or ganking someone, or just generally walking somewhere the Techies have been... BOOM!
    • Blast Off! deals a lot of damage, especially in the early game. If you try ganking Techies while it's off cooldown, they just might take you with them while you think you have a decent health advantage.
  • Taking You with Me: If Techies is caught out and is at low health, Blast Off! can be used to both commit suicide (thus denying the kill to the enemy) and potentially blow up an enemy hero or two as well. Even if the explosion doesn't get them, the silence can prove lethal if any of Techies' allies happen to be nearby.
  • There Is No Kill Like Overkill: The absolute mentality that Techies players must have when setting up mine clusters. Because Techies will most often be placing their mines in areas where the enemy will traverse between battle (rather than areas where battle will actually occur), and since the mines are only useful if an enemy walks over them, it is imperative that Techies gets a kill with any mines that are placed. If a mine cluster only manages to grievously injure enemy Heroes but not kill, odds are that it happened in a place that is very far from where any friendly Heroes are, allowing the victim to simply teleport back to their fountain. This effectively does nothing but waste both Techies' and the victim's time, though it is far costlier to Techies since significantly more time and mana was spent laying the trap in the first place. And given that any enemy player may happen upon your mines, whether it's a squishy support Crystal Maiden or a farmed Dragon Knight, this means that every trap must be set in such a way that it will guarantee a kill on the tankiest player on the other team.
  • Throw Down the Bomblet: Their right-click attack, which launches grenades.
  • Trap Master: Techies' skill set in a nutshell, being set on planting mines in most places possible.
  • Troll: Ever since the original DotA, Techies have been dreaded for being very infuriating to fight against, laying lots of Hope Spots and yanking them away, or luring players to their set mines and traps. Compounding this, when they're included in Dota 2, the Remote Mine art has a Trollface painted on it! Furthermore, Techies can plant warning signs which do absolutely nothing, but certainly can be used for mind games, because they could be planting mines anywhere else far away from the sign... Or is it?
  • Weaksauce Weakness: Detection often qualifies as this, especially a Gem of True Sight, since it means that most basic traps will be rendered harmless. Because of this, any Gem carrier on the enemy team is a high-priority target for Techies.
  • You Shall Not Pass!: Without a proper ward (which can be placed in high ground) or unobstructed vision, it's extremely hard to push into a base defended by Techies. Even if you carry a Gem of True Sight, it isn't going to do anything if you can't see up the hill where Techies planted their mines, while a Gem carrier, Sentry Ward, or Necronomicon Warrior will be blasted down in seconds, either by the mines or the tower, if they dare approach it.

    Boush, the Tinker 
https://static.tvtropes.org/pmwiki/pub/images/Tinker_7272.png
Voiced by: Harry S. Robins

As with all Keen, Boush looks upon magic with disdain, preferring to put his trust in science and logic. Unfortunately for him, it's still not enough to escape supernatural altercations. When he led a research expedition to the mystical Violet Plateau, they opened a portal to some eldritch realm and unleashed otherworldly horrors on themselves, wiping out all of the expedition save for Boush himself, who managed to escape using only his wits and gadgets.

Wait, this sounds familiar...

Tinker is a ranged ganker and pusher with the unique capability to refresh his items and spells constantly, as long as he has the mana to support it. While he has low stat gain and is very vulnerable to ganking at the beginning of the game, this changes as he gains levels and the proper items, turning him into one of the most mobile pusher in the entire game (Only Nature's Prophet rivals him in terms of mobility). Laser is a single target spell that deals pure damage and blinds the target unit for a 100% miss chance, immensely useful for stopping rightclicking enemies when they lack spell immunity. Heat-Seeking Missile is a long range spell that sends two missiles at the nearest enemy heroes, but only as long as they're visible. March of the Machines, which is what makes him a strong pusher, summons a swarm of robots that attack an area of Tinker's choice, dealing damage to all enemy units within the area. Rearm is what completes the hero, and is an ultimate spell that refreshes all spells and items on Tinker, with the only drawback being that Tinker must channel Rearm for a while before it refreshes him and the hefty mana cost. Note however, that not all items can be refreshed by Rearm (Hand of Midas, Linken's Sphere, and Necronomicon are some of these to put it short). THE item to build on Tinker is always without exception Boots of Travel, giving him almost unrivaled mobility. If Tinker buys an Aghanim's Scepter, his Laser and Heat-Seeking Missiles are powered up, making Laser refract to nearby enemy heroes and doubling the missile count, respectively.

In Artifact, Tinker is a black hero. His Active Ability is Laser, which deals 3 damage to a unit and disarms it for one turn. His signature card, March of the Machines, is an improvement that has three charges: each turn, one charge is consumed to deal 2 damage to all enemy units and the tower.

In Dota Underlords, Tinker is a tier 1 hero belonging to the Scrappy and Inventor alliances. His ability, Heat-Seeking Missile, fires homing rockets at three random enemies, damaging them.


  • Action Bomb: The robots summoned by March of the Machines blow themselves up when crashing into an enemy.
  • Adaptation Species Change: The original Tinker was a goblin, much like Clockwerk. He was changed to Keen (the Dota 2 version of dwarves and gnomes) in Dota 2.
  • Backpack Cannon: Tinker doesn't carry a cannon on his back so much as a self-contained weapons platform, packing two laser cannons and a missile launcher.
  • Badass Beard
  • Badass Bookworm: Surviving unknown horrors unleashed by a portal to an Eldritch Location definitely qualifies him.
  • Blinded by the Light: Laser temporarily blinds the target, making it miss all attacks without True Strike for 3 seconds.
  • Cooldown Manipulation: Rearm resets all cooldowns on Tinker's skills and items, allowing him to constantly cast his spells, as long as he has the mana to support it.
  • Distinguished Gentleman's Pipe: He's always smoking tobacco with a pipe, and can even speak without taking it off.
  • Does Not Like Magic: Tinker doesn't like magic, at all. In fact, he dislikes magic so much that if he kills Anti-Mage, he reassures him that he fully supports Anti-Mage's quest to end magic.
  • Dynamic Entry: After he gets Boots of Travel in conjunction with Rearm, Tinker gains global mobility only rivalled by Nature's Prophet and (to a lesser extent) Wisp and Underlord.
  • Energy Ball: Tinker's main weapon used for right-clicks: a small cannon mounted on top of his suit that shoots energy balls.
  • Flat-Earth Atheist: Despite fighting against (and sometimes alongside) all manner of wizards and Eldritch Abominations and using magical artifacts, Tinker seems to be rather condescending toward anything not explicitly scientific or technological.
  • For Science!: His motivation.
    Tinker (killing Alchemist): "What sort of loon believes in alchemy?"
  • Gadgeteer Genius
  • Glass Cannon: He can dish out tons of magic and pure damage with his easily spammable spells, but don't expect for him to survive the slightest retaliation. Farming up a Linken's Sphere is a common tactic to improve his (otherwise low) survivability.
  • Iconic Item: Boots of Travel are so common on Tinker that the cosmetic item Mecha Boots of Travel Mk III was created, which gives Tinker a unique teleport animation and icon for the actual item.
  • Improvised Weapon: His Laser was originally designed as a cutting tool.
  • Item Caddy: Rearm reloads items together with skills, so stacking items with active abilities (most notably Boots of Travel, Blink Dagger, Scythe of Vyse, Force Staff, and Dagon) is a common tactic with Tinker, since the low cooldown makes them incredibly powerful, if hard to control with 6+ active abilities.
  • Macross Missile Massacre: If Tinker purchases Aghanim's Scepter, he can lauch up to FOUR missiles with Heat-Seeking Missiles, which combined with Rearm, can become this trope.
  • Mad Scientist:
    Tinker (casting March of the Machines): And they said I was crazy!
  • Magikarp Power: Tinker's effectiveness is based entirely around Rearm. His stat growth is bad all around and his abilities are held back by their terrible cooldowns, but once he gets some levels and Boots of Travel, he becomes a global ganking, pushing menace. Any further items on Tinker only make him even more dangerous, allowing him to relentlessly chase and evaporate enemy heroes while keeping them permanently disabled.
  • Noodle Incident: In Artifact, Tinker and fellow Keen Mazzie had a falling out in the past, which resulted in Tinker making a hobby of devising various creative methods to murder Mazzie despite having to work with him.
  • Obvious Rule Patch: For some time, Tinker could reset the cooldown on his Black King Bar's Avatar ability, letting him stay magic immune while casting spells as long as he had mana. This was quickly changed so Avatar can't be rearmed.
  • Power Nullifier: Laser blinds the target, causing it to miss all right-click attacks for 3 seconds, so if used on a right-click carry it will effectively render them useless for that duration unless they have Monkey King Bar.
  • Reflecting Laser: After Tinker gets Aghanim's Scepter, Laser will reflect to all enemies near the initial target.
  • Saying Sound Effects Out Loud
    Tinker (casting Laser): "Pew, pew, pew pew pew!"
  • Schizo Tech: According to his backstory, the Keen Folk developed advanced technology as compensation for their inability to use magic. Tinker manages to stand out even by those standards though, as he packs homing missiles and lasers in contrast to the Clock Punk motif of other Keen heroes.
  • Science Hero: What Tinker lacks in magic and strength, he makes up for with lasers, missiles, and robotic drones.
  • Simple But Awesome: Contrary to what you'd expect, most Tinker players will simply load him up with Stat Sticks like Kaya, Aether Lens, Bloodstone, and most importantly Aghanim's Scepter after getting his core Boots of Travel and Blink Dagger, rather than grabbing actives like Dagon and Veil of Discord. Of course, Tinker's own abilities are plenty damaging to begin with and Aghanim's gives him Zeus levels of teamfight damage, so he doesn't really need anything else to bring the pain, and investing in passive bonuses cuts down on the number of active abilities you have to juggle.
  • Smart People Wear Glasses: His helmet comes complete with a pair of goggles.
  • Some Dexterity Required: If you have low APM, you can't play Tinker to his fullest potential. Apart from the basic requirements you are need in order to play Tinker, which is mainly decent mid lane prior knowledge and map awareness, you need to be able to use multiple abilities in succession, quickly and with no error. Initially, you must be able to use: Boots of Travel in, March of the Machines, Soul Ring, Bottle, Rearm, March of the Machines again, Soul Ring, Bottle, Blink Dagger to the treeline and Boots of Travel out, all in 10 seconds. Mid-late game you have to be doing a lot of combos consistently, and even if it might be the same thing over and over, it's still using a lot of abilities much quicker than anyone else.
  • Spam Attack: With Rearm, Tinker can spam any spell and item ability as long as he has mana, unlike other nukers who can throw their most powerful spells only once or twice per teamfight without Refresher Orb or Refresher Shard.
  • Squishy Wizard: While Tinker can be an unstoppable split-pusher and counter-pusher in the right hands, a properly executed gank can put him down quite quickly, especially since his ultimate relies on channeling in order to reset his cooldowns (meaning that it can be interrupted).
  • Super-Persistent Missile: There is no way to stop his Heat-Seeking Missiles unless you become spell immune while they are en route.
    Tinker: (killing with missile) Ooh... they never miss!
  • Surprisingly Sudden Death: A popular build on Tinker involves getting Blink Dagger into Dagon 5 and Ethereal Blade. Combined with Boots of Travel and enough mana, Tinker can teleport to any enemy hero busy farming creeps, unleash all of his massive burst damage on them and kill them before they can react, and chase them down with Blink Dagger if needed.
  • Teleport Spam: Tinker can abuse Boots of Travel's Teleport with his ultimate Rearm, which why he is the only hero in the game universally accepted to rush Boots of Travel. This can become even more ridiculous after he gets Blink Dagger, as with it he can constantly teleport to creep waves, blink to the trees to protect himself, throw one or two March of the Machines, then teleport back to the fountain and repeat in an endless loop.
  • Tin-Can Robot: The robots summoned by March of the Machines bear a strong resemblance to this archetype.
  • Weapon of Choice: No hero is as heavily associated with an item as Tinker is with Boots of Travel. Every serious Tinker build involves rushing Boots of Travel (with optional Bottle and Soul Ring before that) so that he can start teleporting around the map quickly, and he even has an Immortal item called the Mecha Boots of Travel Mk III, which in turn comes with a custom visual effect for Boots of Travel. When his backstory was reworked in the transition to Dota 2, he naturally became a Gadgeteer Genius associated with extradimensional research and exploration.
  • Whole Plot Reference: Replace "Violet Plateau" with "Black Mesa", and "Boush" with "Gordon Freeman", and you have the premise of Half-Life.
    Tinker: (killing a hero) Next time, try a crowbar!
  • You Shall Not Pass!: March of the Machines and Heat-Seeking Missiles (and Laser as well, after Tinker gets Aghanim's Scepter) spam makes it very difficult to push a tower defended by a Tinker, as they provide a near-constant stream of damage that's only limited by Tinker's mana pool, which he can go back and refill in a few seconds anyway.
  • Zerg Rush: His March of the Machines ability consists of hundreds of tiny robots ramming themselves into the enemy.

    Visage, the Bound Form of Necro'lic 
https://static.tvtropes.org/pmwiki/pub/images/Visage_1177.png
Voiced by: Dempsey Pappion

Upon death, the souls of the deceased are sent to the Underscape, overseen by the eternal spirit Necro'lic and his gargoyle familiars, where they will remain for eternity. If a soul somehow cheats death and escapes from the other side, Necro'lic takes on the guise of the ghostly gargoyle Visage, and sets forth to bring them back by any means necessary.

Visage is an Intelligence support that excels at dealing and tanking heavy burst damage. Grave Chill slows the target's movement and attack speeds while proportionately boosting his own, allowing Visage to chase and fight on his own terms. Soul Assumption is a unique, low-cooldown nuke fueled by combat. As heroes near Visage take damage, Soul Assumption builds charges which are consumed to damage a target when the ability is cast, with damage being determined by the number of charges. Visage has low armor and is the only hero in the game with below-average magic resistance; Gravekeeper's Cloak offsets this by providing him with a layered shield that absorbs player-based damage. Each time he takes damage, a layer is removed, weakening Visage's defenses; lost layers are replenished over time when he is out of combat. His ultimate ability, Summon Familiars, calls forth a pair of Visage's Familiars to fight by his side (upgraded to three with Aghanim's Scepter or a talent, four if he has both). These Familiars can fly over terrain and have an extremely fast attack speed, letting them deal heavy burst damage to fuel Soul Assumption. Familiars also benefit from Grave Chill if Visage casts it nearby, letting them tear down enemies even faster. While fragile, the Familiars are not easy to kill, as they can enter an invulnerable Stone Form to restore health and stun enemies, and they benefit from Gravekeeper's Cloak as long as Visage is nearby. With his unholy powers and fearsome Familiars, the unprepared who tangle with Visage will only earn themselves a one-way ticket to the afterlife.


  • Acrophobic Bird: Played straight by Visage, averted by his familiars.
  • Attack! Attack! Attack!: Averted utterly with his Familiars; while they start with incredible bonus attack power, they quickly are reduced to 10 damage until the next time they activate Stone Form, encouraging hit and run tactics. Played straight, however, if Drow Ranger is also on the same team, as the massive damage boost from Precision Aura can allow the Familiars to fight very well even with no attack charges left. No longer the case, however; Familiars now have fixed attack damage, letting them fight for as long as necessary without running out of steam, though their frailty means that hit-and-run tactics are still recommended.
  • Badass Bookworm: Despite being an Intelligence hero, he has above-normal Strength gain and up to 70% resistance to both physical and magical damage when he maxes out Gravekeeper's Cloak, letting him withstand even heavy harassment. Much needed because his skills benefit his team the more he stays in team-fights.
  • Black Mage
  • Charged Attack: Soul Assumption initially deals extremely low damage, but becomes more and more powerful with soul charges which Visage can acquire when heroes take damage near him.
  • Combination Attack: Visage's synergy with Drow Ranger is notable: Visage's familiars attack extremely quickly, but their damage also drops just as fast, to a minimum of 10, making them only good for hit-and-run attacks. Precision Aura, which gives a damage bonus to allied heroes (and creeps when activated) based on Drow's agility, negates this entirely: if Drow has enough Agility (which is made even easier with Marksmanship) she can multiply the familiars' damage by around 4-6 times, making them much deadlier. For this reason, very few teams would want to leave either Drow or Visage available to the enemy once either one was picked.
  • Dark Is Not Evil: While he is not nice by any stretch of the imagination, his task to make sure the dead stay dead is a necessary one.
  • Deflector Shields: Gravekeeper's Cloak generates a four-layered barrier of protection around Visage. One layer is removed every time Visage takes damage from players, making him very durable against burst damage, but damage-over-time effects can break it in no time. Furthermore, Gravekeeper's Cloak has a minimum damage threshold, meaning that abilities which deal numerous ticks of very low damage will ignore it completely.
  • Difficult, but Awesome: Like Meepo, Visage is considered one of the more difficult heroes to master given the amount of micromanagement required to manage his ultimate, on top of his other abilities being quite complex. Given the punishing cooldown on summoning his familiars and the large bounty they award to enemy players for killing them, new players can be easily discouraged from learning the hero properly given how easy it is to feed the enemy team with the familiars. But mastering the familiars gives Visage a great deal of flexibility and firepower, since they can globally gank squishy heroes with almost no warning by using trees for cover, and chaining their Stone Form stuns can give you an area-of-effect stun that lasts up to 3 seconds, or even 4.5 seconds with an Aghanim's Scepter. Combined with his other abilities, Visage is one of the deadliest support heroes in the game who can tank damage, burst down enemies extremely quickly, and disable entire teams when used properly.
  • Elite Army: Visage's Familiars are weak in a direct fight, but are valued for their ability to globally gank squishy heroes with little warning, their 3 second area stun, and the large bounty that they award to enemies for killing them.
  • Familiar: Can summon 2 of his fellow gargoyles (3 with Aghanim's Scepter) from the Narrow Maze.
  • For Doom the Bell Tolls: The Tolling Shadows cosmetic Familiars carry a bell each.
  • Ghostly Chill: Grave Chill, which slows down the target and speeds up Visage.
  • Glass Cannon: His familiars are capable of decimating most enemies in seconds, especially with Grave Chill, but don't take much to destroy.
  • Glowing Eyes of Doom: However, he's a decidedly heroic character.
  • Guardian of the Multiverse: Necro'lic is not only in charge of bringing souls to the afterlife, but also keeping various Multiversal Conquerors, Eldritch Abominations and even gods at bay.
  • Guide Dang It!: It isn't stated anywhere in-game that Gravekeeper's Cloak and Grave Chill also apply their bonuses to nearby Familiars; it's only mentioned in a patch note.
  • Hit-and-Run Tactics: His familiars are best used to blast enemies and then beat a fast retreat, as they are pretty weak in a direct fight.
  • Implacable Man: In lore, Visage is one when in pursuit of escaped souls, helped by him also being The Needless. In-game, he can potentially also become one with Grave Chill neutering the target's attacks and Gravekeeper's Cloak shrugging off damage.
  • Lightning Bruiser: Visage can dish out great damage with Soul Assumption and his familiars; Gravekeeper's Cloak makes him extremely resistant to burst damage; and he can also move very quickly with Grave Chill.
  • Limit Break: Soul Assumption does very little damage by itself, but it scales up as heroes (allied, enemy, and including Visage himself) take damage in an area around him. Combined with its extremely low cooldown, Visage can nuke down targets extremely quickly during a teamfight.
  • Meaningful Name: "Visage" is a term for "face", usually used with regards to form and features, which Visage is for Necro'lic.
  • Metal Slime: Visage's familiars give a very large bounty when killed, but move very fast and can fly over terrain, so no good Visage player would allow his enemies to profit from that bounty. Bad ones, on the other hand...
  • The Minion Master: Visage summons 2 familiars with his ultimate (1 more with Aghanim's Scepter and/or a level 25 talent). Unlike most summoned creatures, they don't die on their own after a set of time.
  • No Pronunciation Guide: Nobody seems to be able to agree on whether his name is pronounced vis-IHJ or vis-AHJ. Visage himself pronounces it as vis-IHJ in the English audio, but casters and players will use both in the same breath. Lampshaded by the Bastion announcer pack where Rucks dubs him "vis-AHHHHJ".
  • Our Gargoyles Rock: Both him and his summoned familiars.
  • Piñata Enemy: Familiars are worth 100 gold each and have less hp than normal lane creeps. While they make up for that with their temporary invincibility and Gravekeeper's Cloak and can be denied by resummoning, a planned attack on them is as profitable as ganking a hero.
  • Power Glows
  • Remote Body: For Necro'lic, the spirit of death.
  • Shockwave Stomp: Familiars' Stone Form combines this with Taken for Granite, as it also stuns enemies in an area around the Familiar.
  • Some Dexterity Required: Playing Visage well requires good micro-management of his familiars; while they can quickly burst down enemy heroes and charge up Soul Assumption in no time, they also do not have much HP and give a huge bounty if the enemy can kill them.
  • Sophisticated as Hell: He normally speaks in a tone worthy of the afterlife's overseer. Killing Dirge the Undying yields this responce:
  • Spam Attack: Soul Assumption has a very low cooldown, allowing Visage to spam it during fights, where heroes are always taking damage and charges accumulate quickly.
  • Squishy Wizard: Subverted. Visage is one of the squishiest early-game heroes in the game, as he is one of only three heroes in the game with negative base armor (the others being Wisp and Phoenix), and the only hero in the game with less than the standard 25% base magic resistance. Yet his Strength gain is actually quite respectable, and Gravekeeper's Cloak makes him absurdly resistant to burst damage once he maxes it out, allowing him to shrug off magic nukes and burst physical damage surprisingly well if he survives into the late game.
  • Summon Magic: Summon Familiars.
  • Taken for Granite: His familiars can do this to themselves as means for both offense and defense.
  • Vampiric Draining: Grave Chill drains speed from enemies and gives it to Visage.

    Demnok Lannik, the Warlock 
https://static.tvtropes.org/pmwiki/pub/images/Warlock_6994.png
Voiced by: Sam A. Mowry

As the Chief Curator of Ultimyr University's archives, Demnok Lannik is tireless and fearless in his pursuit of mystical lore. As a way to defend himself against entities guarding artifacts of his desire, he turned to sorcery, quickly mastering the art and becoming a powerful Warlock. With a mighty demon from the Outer Hells bound within his staff and summoned on his whim, Demnok continues his pursuit of knowledge and has begun compiling his findings into his own Black Grimoire.

Warlock is a hero generally played as a support or semi-support, whose powerful spells can help with both pushing and fighting. His first ability, Fatal Bonds, links the life force of several enemies together. An enemy affected by this effect will inflict 25% of the damage it takes to all other affected units, which has the potential to greatly multiply the power of area-of-effect attacks. His second spell is Shadow Word, a very versatile incantation which can be cast on either an ally or enemy, healing or damaging them over time. Upheaval, his third spell, requires Warlock to stand still while channelling. During this time, he will curse a large area, causing any enemy who enters it to be afflicted with a slow that grows in power the longer it is channelled. Finally, Warlock's ultimate ability, Chaotic Offering, causes a powerful Golem to erupt from the ground, stunning all foes in the vicinity. After being summoned, the Golem can be commanded by Warlock to strike its foes with powerful attacks while burning them over time with its Permanent Immolation. With Aghanim's Scepter, two Golems are summoned, albeit with slightly reduced power. Although the Warlock is weak by himself, the utility of his spells allow him to sow chaos among the enemy ranks and make the task much easier for his teammates.

In Dota Underlords, Warlock is a tier 1 hero belonging to the Bloodbound and Warlock alliances. His ability, Shadow Word can either grant an ally healing over time, or deal damage over time to an enemy.


  • Adaptation Name Change: In the original DotA, Chaotic Offering was called Rain of Chaos, which is also the name of Archimonde's ultimate in Warcraft III. The creature that it summons was also renamed, from an Infernal to simply Warlock's Golem.
  • Adaptation Species Change: In the original DotA, Warlock was an orc, but in Dota 2, he's an Oglodi, as seen by having a similar nose and eyes to Axe and Disruptor, despite his pale skin.
  • Adventurer Archaeologist: The whole reason he became a Warlock was to protect himself from whatever was protecting the tombs he raided for artifacts.
  • Badass Bookworm: His dedication to uncovering artifacts became his motivation to learn the dark arts, which he managed to do in his spare time faster than others who were actually studying on a full-time basis. In-game, despite being an Intelligence support hero, his high Strength gain makes him surprisingly durable as the game progresses, as opposed to most other Intelligence supports, who tend to fall over from a light breeze.
  • Canis Latinicus: Some of his responses while casting spells are Latin-sounding nonsense words.
  • Combat Medic: Shadow Word can also heal his allies.
  • The Dark Arts: He's a practitioner of it.
  • Death-Activated Superpower: One of Warlock's level 20 talents causes him to summon a Golem in his place when he dies.
  • Dynamic Entry: Chaotic Offering summons a Golemnote  in a fiery explosion, which briefly stuns all enemies in its radius. The stun also goes through spell immunity, and has one of the largest areas of effect in the game.
  • Familiar: Warlock's Golems qualify as one of the most powerful and dangerous summons in the game; not only do they have a chance to deal large amounts of bonus damage with every auto-attack, but they also deal constant magical damage to all enemies in their reach and can be difficult to kill if supported by a team. By the end of a game, a well-farmed Warlock can summon six golems at a time (using both Aghanim's Scepter, Refresher Orb and Refresher Shard; potentially also a seventh if he has the appropriate talent and doesn't mind dying).
  • The Faceless: Warlock's Golem has no face, only a set of bindings that vaguely resemble one.
  • Faceless Eye: One of Warlock's cosmetic Golems, Ishul-Shog the Watcher, has a huge eye where a face should be.
  • Glowing Eyes of Doom
  • Golem: His ultimate summons a lesser demon called a Golem, which can be used to push towers or contribute to teamfights.
  • Happiness in Slavery: Although his golems are captive demons, they don't really seem to hold it against Warlock. In fact, they have voice lines that indicate genuine anger and sorrow at Warlock's death, with some demanding vengeance for the master.
  • Herd-Hitting Attack: Warlock is notable for having some of the most powerful teamfighting abilities in the game, capable of ripping entire teams apart almost by himself if they dare to clump up. Fatal Bonds effectively doubles the power of area-of-effect spells that hit multiple enemy Heroes, Chaotic Offering will stun everything in its area (through spell immunity as well) for one second while the Golem's passive abilities help it to deal loads of damage to multiple enemies at once, and Upheaval will slow all of the enemies by a drastic amount, making it harder for them to split up.
  • In the Hood
  • Kung Fu-Proof Mook: One of Warlock's level 25 talents grants spell immunity to his golems, making them much more difficult to bring down if the enemy carry doesn't focus on them.
  • Living Weapon: The Immortal staff Hellborn Grasp has a set of custom animations for various situations, such as a Finger Wag while channeling Upheaval, and a thumbs-up gesture while sinking into the ground after death.
  • Magic Staff: A ridiculously huge one, even bigger than he is.
  • Mucking in the Mud: Warlock's third ability, Upheaval, channels a huge area that slows everything caught in it, and continues to slow them even after the enemy leaves the area or the channel ends. It can even be used to create a dead-zone that can instantly lock down enemies who walk into it after a certain point, since the slow is dependent on how long the spell is channeled rather than how long an enemy stood in its radius (meaning that you can be slowed to the minimum speed if you even put one foot into the whirlpool after it's been going for a few seconds).
  • Ominous Latin Chanting: When casting Shadow Word.
  • Playing with Fire: Warlock's Golem burns enemies around it and can deal extra cleave damage when attacking with Flaming Fists.
  • Prophet Eyes
  • Pungeon Master: He replaces "friend" with "fiend" in much of his dialogue.
  • Put the "Laughter" in "Slaughter": While Warlock tends to be fairly straitlaced most of the time, he loses his cool once he gets Aghanim's Scepter or Refresher Orb, which allows him to summon two or even four golems instead of one with his ultimate.
    Warlock (summoning multiple demons): "Can you believe this? Ah ha ha ha ha ha ha ha ha ha!"
  • The Red Mage: Both literally and figuratively. His second spell, Shadow Word, can either heal or damage, depending on who he casts it on. Fatal Bonds and Upheaval don't necessarily damage enemies, but they do make it very easy for other teammates to take them down, and both of them synchronize well with his ultimate.
  • Rock–Paper–Scissors: While idle, there is a chance that Warlock will play rock-paper-scissors with his Hellborn Grasp staff, if equipped.
  • Scary Librarian: We don't get to see how he runs the Ultimyr archives, but given that he wields powerful dark magic and can summon giant flaming demons at will, it's probably a good idea to be very careful there.
  • Sealed Evil in a Can: Basically what his Golem is, which he summons at will.
  • Summon Magic: Chaotic Offering, which also qualifies as a Dynamic Entry for his Golem.
  • Synchronization: Fatal Bonds causes all units linked together to take 25% of whatever damage one of them takes. Generally considered Warlock's most powerful spell since, if you shackle the entire enemy team together, they'll take more than twice the damage from area-of-effect spells that hit them all.
  • This Cannot Be!: Basically his reactions pre-6.85 if you purged his golem with a Diffusal Blade. One of them is more deadpan, though.
    '''Warlock (react to his Golem's death via Diffusal Blade): "Really? You just did that?"
  • Time Master: Upheaval works by manipulating space-time in an area.
  • Tome of Eldritch Lore: He dedicated his life to finding such books and seemingly with enough inspirations, now writing his own.
  • Weaksauce Weakness: Before 6.85 Diffusal Blade was this, as it used to kill Warlock's golem instantly with its active ability.
  • Wizard Beard

    Lyralei, the Windranger 
https://static.tvtropes.org/pmwiki/pub/images/Windrunner_3694.png
Voiced by: Jen Taylor

Lyralei was born on a stormy night. She had barely entered the world when fierce winds killed her family and tore her house apart. But among the destruction, a miracle happened: the wind lifted the crying newborn into the air, and dropped her down safely in a nearby village. She had been blessed by the spirit of the wind, and as she grew up, her divine gift granted her supernatural prowess with a bow and arrow.

Windranger is a hero that uses powerful abilities in conjunction with her physical attack to take down enemies. She can snipe foes from afar by using Powershot, which charges up a powerful arrow which damages all enemies hit and destroying trees; the longer it is charged for, the stronger the damage. Anyone facing Windranger should watch where they stand when facing her Shackleshot: this ability stuns a target, which is barely a mini-stun normally, but is multiplied several times if they are standing near a tree or another enemy (the enemy is also stunned for the duration). Windrun, allows her to 'become the wind', granting her extra speed while making any normal attacks always miss for a time, which can save her from various normal attack carries. Her ultimate, Focus Fire, makes Windranger focus upon a certain target and greatly boosts her attack speed against that target at cost of lowered damage. This can help trigger on-hit item effects or destroy towers very quickly. With her versatile abilities, this is one ginger you shouldn't underestimate.

In Dota Underlords, Windranger is a tier 3 hero belonging to the Elusive and Hunter alliances. Her ability, Powershot, charges up a powerful arrow which deals damage to all enemies in its path, dealing less damage for each target struck.


  • Adaptation Name Change: Her name was changed from Alleria (which was the name of a Warcraft character) to Lyralei in the transition from DotA to Dota 2, and her third skill was also renamed from Windrunner to simply Windrun.
  • Badass Adorable: Windranger is an energetic Plucky Girl and is reasonably attractive, making her one of the more conventionally cute heroes. She's also capable of ripping most enemies apart in seconds with a veritable shower of arrows.
  • Bare Your Midriff: Downplayed; her outfit only exposes the skin around her navel and a bit of her lower back.
  • Blow You Away: Powershot fires an arrow empowered by the wind, and Windrun surrounds her with a gust that slows down enemies and deflects attacks.
  • Bury Me Not on the Lone Prairie
  • Charged Attack: Powershot needs to be charged for up to 1 second before shooting. If the channel is cancelled prematurely, the shot will still occur but deal less damage.
  • Cleavage Window: Due to a combination of low neckline and her Scarf Of Asskicking.
  • Conveniently an Orphan
  • Death of a Thousand Cuts: Focus Fire ramps her attack speed up to maximum on a single target while reducing the damage of each individual arrow. The buff lasts for 20 seconds and is only active on the target that she casts it against (which is more often than not a tower).
  • Difficult, but Awesome: Her abilities are tricky to use, particularly Shackleshot, since they can result in absolutely nothing if not properly used (Powershot has a very thin radius so it's easy to miss, and Shackleshot is essentially a mini-stun if it doesn't latch). However, mastering them can produce extremely effective results, like sniping a fleeing enemy hero from outside of visual range and behind obstacles, or shackling two enemy heroes together for up to four seconds, all on top of making a clean getaway.
  • Does Not Like Shoes: She's only wearing toeless socks.
  • Do Not Run with a Gun: The only aversion of this trope in the game is Focus Fire, which allows Windranger to move and attack the target at the same time.
  • Fingerless Gloves
  • Forest Ranger
  • Genki Girl: The closest Dota 2 could get for the trope. Windranger is fun-loving and full of energy. This is also what made her a Foil to fellow Forest Ranger, the dour and serious Drow Ranger.
  • Homing Boulders: Shackleshot has an utterly ridiculous detection radius and cannot be disjointed (meaning that it will follow you if you teleport to another part of the map). It's not uncommon for the shackle to make a 90 degree turn on hitting a target to find a tree or other target.
  • Lightning Bruiser: Despite her low base Strength making her an early-game Squishy Wizard, Windranger actually has very respectable Strength gain, meaning that she becomes much less squishy as the game goes on. This is amplified by Windrun which allows her to ignore right-clicks from enemy heroes for a short period of time while further boosting her movement speed.
  • Mechanically Unusual Class: Windranger is unique in that despite being an Intelligence hero, she is played very much like an Agility hero. Rather than relying on area-of-effect magic nukes and support abilities, all of her spells are focused and single-target, and she's considerably durable and has impressive physical damage output without relying on passives or nukes.
  • Moonwalk Dance: Focus Fire allows Windranger to move and attack the target at the same time, no matter which direction she's moving in. This can sometimes cause her to move while facing at the completely opposite direction to attack an enemy.
  • More Dakka: Focus Fire boosts Windranger's attack speed to the cap of 600. Since Windranger already has an improved base attack time of 1.5, with Focus Fire she essentially attacks faster than any other hero ever will; and in spite of the damage reduction of each individual attack she still has insane single-target DPS, able to whittle down both heroes and towers with ease. Focus Fire is the reason why attack modifiers like Maelstrom and Monkey King Bar are so good on her, or why Windranger is perhaps the only ranged hero who can viably build Skull Basher.
  • Nature Hero
  • Noun Verber: Her previous title, Windrunner.
  • One-Hit Polykill: The arrow fired by Powershot will pierce through and deal damage to everything it hits until it reaches maximum distance; that said, scoring an actual multi-kill with it is extremely rare.
  • Plucky Girl: Windranger lost her real family because of the storm and presumably grew up alone with just the wind by her side. And she's still chipper and happy-go-lucky in spite of that instead of moping about it. This does make her old Dota self Hilarious in Hindsight, because she was using the normal Night Elf Archer sound set, and a result of being constantly clicked had her say "I'm not just some Plucky Girl you can string along."
  • Red Oni, Blue Oni: The fun-loving and energetic red to Drow Ranger's blue.
  • Redhead In Green
  • The Rival:
    • To Drow Ranger when they're on opposing teams.
    • Also has a bit of this with Sniper, mainly regarding the virtues of guns versus bows. Of course, Sniper tends to mock all the archer heroes, but Windranger is the only one to return the sentiment.
  • Scarf Of Asskicking
  • Surprisingly Sudden Death: With enough items, including at least one initiation item like Blink Dagger or Force Staff, she can appear out of nowhere to use Shackleshot + Focus Fire. If the Shackleshot is successful, targets of this combo, including carries, tend to die during its duration without being able to do anything.
  • Touched by Vorlons: She obtained her powers from the wind itself.
  • Trick Arrow: Shackleshot fires an arrow which deals no damage but provides a long stun if it latches.
  • Unlimited Wardrobe: Meta example. For some reason, Windranger has an absurd number of cosmetic items, rivaled only by the likes of Pudge.
  • Weak, but Skilled: In contrast to Drow Ranger, Windranger has weaker DPS via auto-attack. She makes it up with various skillful utilities she gives with her arrows.

    Auroth, the Winter Wyvern 
https://static.tvtropes.org/pmwiki/pub/images/931f4a3738ff9cdc6754621475f4d218.png
Voiced by: Merle Dandridge

The last of the Eldwurms and one of the few remaining dragon scholars, Auroth is the keeper of the Eldwurm Eddas. In pursuit of new inspiration for her writing, she sets out on frequent research expeditions, tangling with numerous enemies along the way. While this has earned her a formidable reputation as a warrior, Auroth is still a poet at heart, and aspires to create epics as great as the tales told of her exploits.

Winter Wyvern is a ranged Intelligence hero with powerful teamfighting abilities, often played as a support but able to fill a variety of roles. Arctic Burn allows Auroth to take to the skies, allowing her to fly over terrain and granting increased night vision. Additionally, this ability greatly increases Winter Wyvern's attack range, and causes her attacks to slow enemies and burn away their health over time. Splinter Blast fires a ball of ice that does nothing to the primary target; however, upon impact, it shatters into shards that damage and slow nearby enemies. Cold Embrace allows Winter Wyvern to heal allies by encasing them in ice, preventing them from moving but also making them immune to physical damage. Finally, Winter Wyvern can turn the enemies' strength on themselves using her ultimate ability Winter's Curse, freezing an enemy to the spot while forcing its nearby allies to attack them uncontrollably with increased attack speed, making her a bookwurm not to be crossed.

In Artifact, Winter Wyvern is a black hero. She has the Active Ability Arctic Burn, which allows her to move to an empty combat position and grant her +4 Attack for one round. Winter's Curse, her signature card, is a spell which disarms an enemy unit and forces its allied neighbors to battle it.

—-

  • Adventurer Archaeologist: She occasionally goes on research expeditions to obtain more reading material. Which is, frankly, an unusual occupation for a dragon.
  • Badass Bookworm: She collects books and scrolls as part of her intellectual pursuits, and has needed to learn how to fight in order to obtain some of her collection's specimens. She also wants to become a warrior worthy of having prose written about herself.
  • Berserk Button: Don't ask about her age. All she's going to say is that it's somewhere in the vincinity of Really 700 Years Old.
  • Beware the Nice Ones: One of the more affable heroes, but it's still obviously not a good idea to get on her bad side given that she's a dragon. Her speech to Crystal Maiden in The New Neighbors sums it up quite well:
    Winter Wyvern: You know, Warden... most people would fall to their knees and praise a dragon for just. Eating. Their livestock. Because most dragons raze cities to the ground. Enslave humans. And eat whatever - whomever - they please. Now, I am not most dragons. I am an artist. But if my eating habits bother you, I could always be more... traditional.
  • Brainwashed and Crazy: Victims of Winter's Curse are frozen in place while their nearby allies are turned mad and fight against them.
  • Breath Weapon: As with all dragons, she has an elemental breath, though it's of ice rather than the normal fire.
  • Conservation of Ninjutsu: Winter Wyvern's spells aren't very effective against lone enemies: Arctic Burn's debuff can't be refreshed with additional attacks unless she has Aghanim's Scepter, Splinter Blast does absolutely nothing to the primary target, and Winter's Curse on a target with no allies nearby is little more than a stun that also makes the target invulnerable. However, against multiple enemies, Splinter Blast becomes a deadly area nuke, Arctic Burn can tear through the HP of multiple targets, and Winter's Curse becomes a potential instagib.
  • Cool, but Inefficient: Winter Wyvern's Scepter upgrade turns Arctic Burn into a toggle ability and allows the burn debuff to be refreshed by subsequent attacks, allowing her to potentially remain airborne indefinitely and burn off a significant amount of the enemy's health. The catch? Upgraded Arctic Burn also drains a significant amount of her mana as long as it's active. For reference, it costs more mana to maintain the upgraded Arctic Burn for half the duration of the un-upgraded version than it does to simply cast the un-upgraded version twice; combined with Arctic Burn's low downtime, Aghanim's Scepter is just not worth the pickup even if Winter Wyvern farms one up somehow.
  • Cool Old Lady: She's old even for a dragon, and is generally plite and genial. And yes, the pun is intentional.
  • Difficult, but Awesome:
    • While it is relatively simple to use Cold Embrace to heal a protected allied carry to make him not have to run back to the fountain to regenerate, it becomes much harder to use in big fights. You can make beautiful saves with it, but also huge mistakes and ending up killing someone who may have had a way of escaping.
    • Winter's Curse, like Naga Siren's Song of the Siren, is a mass disable that also makes the targets invulnerable to damage (save for the poor schmuck being torn apart by his own allies). As such, good coordination and timing is essential for making the most of the ability, as it can heavily shift teamfights in favor of Auroth's team if used well, but can just as easily ruin them if used badly. If you land a bad Winter's Curse, expect to receive four reports from teammates as they blow all their ultimates which end up doing zero damage on the targets.
  • Dragon Hoard: Like many traditional Western dragons Auroth often lies on a hoard, though in her case it's a hoard of books instead of wealth, which she stores in a different room, and refers to as "not-books".
  • Gender Flip: Due to her old model being the genderless Frost Wyrm in the original DotA, many thought that Auroth was a male dragon. The first hint that she would receive the trope treatment is that way before her reveal, she was confirmed to share the same VA as Legion Commander.
  • Giant Flyer: She is one of the larger heroes in the game, but flaps around for her normal movement animation (unless she's at low health, in which case she's reduced to crawling on the ground) and can soar over obstacles when using Arctic Burn.
  • Glowing Eyes: Her blue eyes glow, as you'd expect from an ice-elemental dragon.
  • Good All Along: The New Neighbors comic involves Crystal Maiden investigating a case of missing livestock of the farmers in Icewrack. It turns out Auroth has nested in an abandoned keep nearby and was responsible for the disappearances, and Rylai isn't happy about it, but Auroth herself is quite polite, offering Rylai the priceless Frost Avalanche cape as payment for the keep and the missing livestock.
  • Harmless Freezing: Auroth can freeze an ally by using Cold Embrace, which restores their health and blocks physical attacks, but also stuns them for a few seconds.
  • Human Popsicle: Cold Embrace encases an allied hero in ice, healing them and protecting them from physical damage but prevents them from acting.
  • An Ice Person: It's in her name, obviously. All of Winter Wyvern's abilities involve ice in some way, from firing ice shards to healing allies with a refreshing ice cocoon.
  • Inadequate Inheritor: She knew Slyrak before the Dragon Knight killed him; as a result she's rather dismissive of Dragon Knight.
  • No-Sell: A unit affected by Cold Embrace is immune to all physical damage applied to them while in that ice cocoon.
  • Our Wyverns Are Different: She's a two-legged dragon, but unlike the common depiction of wyverns, she is a very intelligent and polite character, and has an ice breath. Some heroes refer to her as a dragon, implying that wyverns are considered a type of dragon in the Dota 2 universe.
  • Percent Damage Attack: Arctic Burn inflicts a debuff that deals damage equal to 6% of the target's current HP each second.
  • The Phoenix: The Frostheart cosmetic set turns Winter Wyvern into a Frostheart Phoenix from Warhammer.
  • Pun: She's a dragon who loves books. Wurm means dragon in Old High German. Ergo, she's a Bookwurm. In fact, she's even called that in descriptions for some of her skills.note 
  • The Red Mage: Outside of her damage output from Arctic Burn and Splinter Blast, Winter Wyvern can heal allies with Cold Embrace.
  • Spell Blade: Activating Arctic Burn makes Winter Wyvern inflict a debuff that deals damage equal to 6% of the target's current HP each second with her right-click attacks.
  • Treasure Room: Auroth's lair has a room where she stores her riches.
  • Warrior Poet: She is depicted as an 'artistic' dragon with interests in books.
  • Worthless Yellow Rocks: She barely even cares about her gold, and parts with some just to pay for the keep and livestock. Fitting in the game, where she is often played as an underfarmed position 5 hard support.

    Zharvakko, the Witch Doctor 
https://static.tvtropes.org/pmwiki/pub/images/Witch_Doctor_295.png
Voiced by: Tom Chantler

The bizarre and mysterious being known as the Witch Doctor knows all about the body's workings, a talent which he uses for healing and harm alike. Not much is known about Zharvakko, but his enormous magical knowledge makes him a powerful ally and a fearsome enemy on the battlefield.

The Witch Doctor uses his strange medicines to both heal and harm. His first ability, Paralyzing Cask, allows him to throw a skull filled with paralyzing powder at an enemy, damaging and stunning them. The skull then bounces around to nearby targets, applying its effect to several foes, or re-applying it to the same unlucky ones. When his allies are low on health, the Witch Doctor can use Voodoo Restoration to create a circle of magical healing around himself. As long as the spell is toggled on, nearby allies will continuously regain health, at the cost of Witch Doctor's mana being gradually consumed. Maledict curses enemies in a small area, damaging them regularly. Damaging cursed enemies will increase the curse's effect. Death Ward, Witch Doctor's ultimate ability, causes him to perform a ritualistic dance, summoning a ward which rapidly fires powerful projectiles at nearby foes so long as the dance is not stopped or interrupted. With these abilities, the Witch Doctor can bring health to his allies and pain to his foes, making him a great support hero.

In Dota Underlords, Witch Doctor is a tier 2 hero belonging to the Troll and Warlock alliances. His ability, Paralyzing Cask, throws a projectile which stuns and damages a target, then bounces several times between nearby foes.


  • Adaptational Species Change: Was the troll Vol'jin in DotA. Now, he's...a humanoid.
  • Amazing Technicolor Population: His skin is purple.
  • Ambiguously Human: It's really hard to tell if he's a misshapen human or simply an odd-looking human-like creature. His very vague backstory doesn't help matters.
  • Armor-Piercing Attack: The Death Ward's attacks deal physical damage but bypass damage block, meaning that Stout Shield, Vanguard, Crimson Guard and Tidehunter's Kraken Shell cannot reduce its damage.
  • Ballistic Bone: The projectile of Paralyzing Cask is a skull filled with paralysing powder.
  • Coconut Meets Cranium: When equipped with Bonkers the Mad, when Witch Doctor uses Paralyzing Cask, Bonkers will throw a coconut which, of course, can stun and bounce exactly like the skull that Zharvakko otherwise throws.
  • Combat Medic: Voodoo Restoration periodically heals allies around Witch Doctor.
  • Damage-Increasing Debuff: Maledict deals a pitiful amount of damage by itself, but deals a large amount of bonus damage with each tick depending on the difference in the target's HP between ticks, making it a powerful damage amplification spell, in effect if not in mechanics. However, it can also be countered with large amounts of burst healing between ticks, as the spell only checks on the HP difference rather than damage dealt to the target (meaning that a burst heal that happens at the same time as a damage nuke will essentially make Maledict think that little to no damage was done between the ticks).
  • Dance Battler: While channeling Death Ward, Witch Doctor dances along to a drumbeat rhythm.
  • Deadly Doctor: Of the magical persuasion.
  • Difficult, but Awesome:
    • Maledict has a very thin AoE, low range and a fairly long cast time, making it difficult to land on smart opponents. However, it is a very powerful damage amplification that can decimate any enemy heroes caught in it.
    • As Death Ward is a channelling spell, Witch Doctor needs to try to wait out enemy stuns, have his team disable them, or have suitable equipment to avoid the channelling being broken. In addition, it cannot be repositioned once cast, so Witch Doctor must make sure to use it at the correct time and location (ideally slightly back from the 'centre of gravity' of the fight), and even then, if his team has no AOE disable the enemies can simply run away from it. However, if used correctly and combined with a good setup (like Medusa's Stone Gaze or Faceless Void's Chronosphere), it can deal a whopping 8738 physical damage when maxed (27280 with Aghanim's Scepter), able to dominate teamfights with ease.
  • Dreadlock Rasta: One of the cosmetic unlockables to go with his accent.
  • Everything's Better with Monkeys: Witch Doctor's Immortal item, Bonkers the Mad, is a monkey that sits on his back.
  • Feather Boa Constrictor: One of Witch Doctor's cosmetic items is Rattlebite, a snake that coils on his shoulder.
  • Gonk: His design is very ugly, grotesque and monstrous.
  • Hollywood Voodoo
  • Jungle Drums: When Witch Doctor uses Death Ward when equipped with the cosmetic frog Padda'pon of Ribbi'tar, the frog will appear and start to drum next to the ward itself.
  • Linear Warriors, Quadratic Wizards: By purchasing an Aghanim's Scepter, Witch Doctor's ultimate will bounce up to 4 times between targets. This means that if you can catch all five enemy heroes in the area, you can do up to 5 times its rated damage, provided there are no illusions.
  • Loincloth
  • Magic Staff
  • Monochromatic Eyes
  • Morally Ambiguous Doctorate
  • More Dakka: The Death Ward attacks once every 0.22 second, which very few heroes can surpass, meaning that during its lifetime of 8 seconds it can put out 36 attacks (or more if the target is affected by Chen's Penitence).
  • Pinball Projectile: Paralyzing Cask; plus Death Ward if Witch Doctor has Aghanim's Scepter.
  • Really 700 Years Old: According to his backstory, Witch Doctor has learned magic for several lifetimes.
  • The Red Mage: Although mostly valued for the massive damage potential from his ultimate, Witch Doctor can also heal his allies with Voodoo Restoration.
  • Savage Piercings
  • Shout-Out:
    Witch Doctor: "Pills here!"
    • One of his cosmetics is Ol' Snaggletooth, a hat for Team Fortress 2's Sniper.
  • Shrunken Head: One of his cosmetic items, the Shrunken Head Staff, is adorned with his mother's head.
  • Squishy Wizard: Witch Doctor deals incredible amounts of both physical AND magical damage (most heroes specialize in one or the other, and thus peak at different times in the game) with his spells, and can heal his allies as well. His damage and utility potential is therefore offset by his very low stats, and his huge damage potential and healing means he might as well be walking around with a bullseye over his head.
  • Stoners Are Funny: While not explicitly stated, he has a very stereotypical Rasta accent.
    Witch Doctor: "Feeling good, man."
  • Top-Heavy Guy
  • Tribal Face Paint
  • The Turret Master: His ultimate, Death Ward, summons a magical turret that deals incredible amounts of damage.
  • Walking Shirtless Scene: He neither wears a shirt nor has one available as a cosmetic item.
  • Weaksauce Weakness: While Death Ward can dominate a teamfight or counterpush, it's also a channeled spell - meaning that if Witch Doctor is stunned, silenced or otherwise interrupted the ward will disappear.
  • Witch Doctor: Natch.
  • You Are Already Dead: Maledict deals delayed damage based on how much health an enemy lost since the spell cast. If it's instantly followed by burst damage, the target won't be able to escape alive.
    Witch Doctor (finishing off an enemy with Maledict): "Wait for it… waaaait for it… "

    Zeus, the Lord of Heaven 
https://static.tvtropes.org/pmwiki/pub/images/zeus.png
Voiced by: Eric Newsome

It is well known that Zeus, Lord of Heaven, has had myriad affairs with all sorts of mortal women, much to his wife's displeasure. Eventually, the goddess gave him an ultimatum: in order to prove his faithfulness to her, he must relinquish his immortality and fight amongst mortals. Zeus now seeks to win his wife's good graces once again, so he may return by her side in Heaven.

Zeus' kit revolves entirely around inflicting huge amounts of magic damage. His first spell, Arc Lightning, fires a damaging electric projectile at a target, which then strikes other nearby foes. Lighting Bolt summons a thunderbolt which mini-stuns and heavily damages a target; it also gives True Sight in a small area and can be targeted at the ground in order to detect invisible units such as wards. Static Field is a passive ability which causes his other abilities to further damage targets for a percentage of their current health before applying their own damage. His ultimate ability, Thundergod's Wrath, smites all enemy heroes with powerful lighting bolts no matter where they are: the only ways to dodge this are invisibility and spell immunity. Additionally, the spell gives vision and True Sight on all enemies, allowing Zeus to scout the location of the enemy team. With Aghanim's Scepter, Zeus gains an additional ability: Nimbus. This spell can be used to summon a storm cloud at any location on the map, which then casts Zeus' Lightning Bolt on foes who enter its radius.

In Artifact, Zeus is a blue hero. He has the Static Field reactive ability, which deals 1 piercing damage to his neighbors whenever you play a blue spell, and the signature card Thunder God's Wrath which deals 4 piercing damage to all enemy heroes on the board.


  • Achilles' Heel: Hood of Defiance counters Zeus extremely hard, because it reduces all of his damage, which is all that he has, by 30%. Even a casual Cloak, which costs almost nothing, can cut his damage down by 15%.
  • Art Evolution: After a long time of using his alpha model and ability icons, Zeus finally received an updated model and ability icons in the Balance of Power update to match the current art style.
  • Badass Mustache: Strongly reminiscent of Mario's according to the playerbase.
  • Black Mage: Zeus' entire kit revolves around dishing out as much magical damage as possible.
  • Bolt of Divine Retribution: Appropriate for being divine and lightning-themed. This is more clearly represented by Thundergod's Wrath, which hits everyone all over the map and reveals all invisible heroes.
  • Brought Down to Badass: He may no longer be in his full godly glory but heaven help you if you face his wrath.
  • The Casanova: Well, he's Zeus after all. According to his lore, this bit him in the ass and was the cause of his participation in the battle between the Radiant and the Dire. Apparently Hera has had enough of his womanizing, and challenged him to prove his devotion to her.
  • Chain Lightning: Arc Lightning.
  • Crippling Overspecialization: All of Zeus' abilities are magical nukes, including his passive, and he provides little utility other than scouting and detecting invisible units with Lightning Bolt and Thundergod's Wrath. The reason why his Aghanim's Scepter upgrade was reworked (from increasing the damage of the 90-second cooldown Thundergod's Wrath by 165 at level 3 to giving him access to Nimbus) was because it further exaggerated this trope by making Zeus even more dependent on his ultimate, especially when the much cheaper Aether Lens and Veil of Discord can do the same thing while also boosting the rest of his damage. And then there are people who go for Aghanim's Scepter AND Refresher Orb, turning Zeus into little more than a walking double ultimate since he won't have the HP to survive in teamfights, nor the mana to spam his first two skills.
  • Defog of War: Lightning Bolt gives True Sight around the target, and can even be cast on the ground, making it an excellent dewarding tool. Thundergod's Wrath also reveals all enemy heroes on cast, allowing Zeus to scout with it if he doesn't need the damage too much (i.e. in the late game).
  • Early Installment Weirdness: Until late 2015, Zeus was one of the few heroes in the game who retained his alpha model, textures and icons long after the art style had evolved greatly.
  • Energy Weapon: The Immortal weapon Righteous Thunderbolt is a literal bolt of lightning that Zeus carries in his hand.
  • Flying on a Cloud: Or as the game calls it, a tempest-cloud chariot for His Majesty, when he wears his Arcana helmet.
  • Glass Cannon: Zeus has mediocre Strength, pathetic Agility, and no mobility whatsoever, but that doesn't mean a whole lot if he zaps you to death before you can get close.
  • Glowing Eyes: It's even the icon for Static Field.
  • Grandpa God
  • Henpecked Husband: His lore implies that he can't refuse Hera's logic and is pretty much acting less of an ass (although some old habits may pop up occasionally) just to prove himself worthy to his wife again.
  • Holier Than Thou: "Yes, I am holier than thou."
  • Hope Spot: You've just barely managed to escape a gank or teamfight, and are limping back to your fountain with a fraction of your HP left. Suddenly... THUNDEROUS APPLAUSE.
  • Hypocrite: He's an obvious egomaniac. He also can't stand them. Especially blatant with how he treats Invoker:
  • Jerk with a Heart of Gold: He may be a womanizing egomaniac extraordinaire, but the entire reason he's fighting in the first place is to prove himself faithful to his wife.
  • Lighter and Softer: Compared to the original myth, this Zeus is pretty much a 'nicer' version, he's something of a Henpecked Husband to Hera, he isn't that much wrathful, as his lines seems to have the tone of having much fun like the rest. There are implications of his original selves, but his more questionable actions are usually glossed over.
  • Kill Sat: Thundergod's Wrath is a supernatural variation of this.
  • Kill Steal: Among the fandom, he's renowned for killstealing. This is because Thundergod's Wrath which hits every (non-spell immune, non-invisible) hero on the map for a huge amount of damage, so if he uses it when an enemy (usually one being ganked and chased by his teammates) is at low health, it will all but guarantee the kill to him. It's usually not a good idea, though, as a lot of the damage is wasted on heroes that aren't doing anything more dangerous than farming or warding, and in the long run it basically pools money to a hero that doesn't scale well with farm anyway.
  • Long-Range Fighter: Zeus has relatively high cast ranges on all of his abilities (global range in the case of his ultimate and Nimbus), allowing him to fry enemies from long range. However, his lack of anything other than magic damage makes him relatively vulnerable up close.
  • Percent Damage Attack: Static Field shocks all enemies hit by his abilities for a percentage of their current health. It's also flagged as HP Removal, so its damage can't be reduced by anything short of magic immunity.
  • Poor, Predictable Rock: Zeus' entire skillset revolves around dishing out as much magical damage as possible - all four of his skills are some variation of 'do damage', while his autoattacks are weak and scale badly, making him easily counterable by buying anti-magic items like Black King Bar or Hood of Defiance - even a cheap Cloak can become very useful.
  • Power Floats: With the Tempest Helm of the Thundergod, Zeus floats on a thundercloud on the ground.
  • Shock and Awe: Taken to ludicrous levels.
  • Spam Attack: His entire skillset is based around simply spamming out as many lightning bolts as possible. The only thing that makes this anything other than overglorified button mashing is that he needs to target his abilities, and even then, his primary spammed ability Arc Lightning pretty much hits everyone in a forty-foot radius of the target anyway, so aiming isn't terribly important.
  • This Looks Like a Job for Aquaman: Though he's too farm- and level-dependent to run as a support, support Zeus is popular in pubs to deal with invisible heroes, as Lightning Bolt is one of the few skills that grants true sight. His Crippling Overspecialization means that he's even worse than normal supports as this, but also means that heroes such as Techies or Broodmother are shut down completely.
  • Unskilled, but Strong: Zeus' kit is centred around dealing as much magical damage as possible at the expense of most utility - to the point that he nearly always ends up as the hero who deals the most damage to enemy heroes in teamfights, even if played as a support.
  • Volcanic Veins: With the Tempest Helm of the Thundergod Arcana, lightning can be seen crackling over Zeus' skin.
  • Walking Shirtless Scene: His Arcana set includes an item named Thundergod's Bare Chest (and Thundergod's Bare Arms), most likely to accentuate the Volcanic Veins from the main item, the Tempest Helm of the Thundergod.
  • When All You Have Is a Hammer...: Zeus's plans A through Z are "Lightning", lots and lots of it.
  • Yellow Lightning, Blue Lightning: Blue, like most lightnings in the game.
  • You Can Run, but You Can't Hide: You can't run from heaven, indeed.
    • Thundergod's Wrath is perfect to finish off fleeing enemies and scout enemies' positions, as it reveals every hero on the map and deals moderate damage.
    • Zeus can target the ground with Lightning Bolt, which will seek the closest hero within a 250 radius. It can hit invisible heroes while both damaging and revealing them.
    • Once he has Aghanim's Scepter, Zeus gains access to Nimbus, another global nuke that is also the only way to interrupt Town Portal scrolls from anywhere on the map.
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