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Characters / Dota 2 Strength A To M

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

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


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    Abaddon, the Lord of Avernus 
https://static.tvtropes.org/pmwiki/pub/images/abaddon_1930.png
Voiced by: TJ Ramini

The House Avernus wields strange powers which are granted to the family by the mists of the Font of Avernus. As a baby, during his baptism in the mysterious vapors, Abaddon displayed a special connection to the mist, and as he trained to defend his home, he grew to prefer wielding the powers of the Font in combat over the use of traditional weaponry. As he consumed more and more of the Font's fog, Abaddon was eventually transformed as his body became infused with the mist, granting him unprecedented control over the Font's power and making him the most powerful lord in his clan's history.

Abaddon is a tanky hero that can be built as a support or core. The Mist Coil heals ally or damages a target, using Abaddon's own HP. He can protect himself or an ally with his signature Aphotic Shield that can explode after absorbing damage, creating a great synergy with Mist Coil as he can use its damage to self explode the shield. But Abaddon is no slouch himself, as his sword marks its victims with the Curse of Avernus, slowing their movement, and if struck enough times, the curse will silence the target and grant attack speed to its attackers. His ultimate Borrowed Time inverts all damage taken, turning it into healing and making him a walking tank that will continue to support his allies or wrecking the enemies. This ability will activate on its own should Abaddon's health pool become too low, as long as it's not currently on cooldown. With Aghanim's Scepter, Borrowed Time also redirect the damage received by his allies into Abaddon, increasing their survivability and turning their pain into healing for himself.

In Artifact, Abaddon is a green hero. His Active Ability is Borrowed Time, which fully heals him and grants Damage Immunity for one round. His signature card, Aphotic Shield, grants a unit 2 Armor, 2 Retaliate, and purges enemy effects.


  • Achilles' Heel:
    • Borrowed Time can be penetrated with Axe's ultimate so long as Abaddon's HP meets the threshold for Culling Blade's instant kill - or skipped by a single attack that gets him from over 400 HP to zero so long as he doesn't manually trigger it.
    • Ancient Apparition's Ice Blast is perhaps the most powerful counter to Abaddon, as it will prevent any healing done by the ability (though he also won't take any damage either since it would otherwise heal him). If Abaddon somehow manages to slip below the 12% HP threshold though (which can only realistically happen if the blast itself brings him from over 400 HP to below the threshold, as Abaddon is unlikely to farm himself up to above 3333 HP), he will shatter even if Borrowed Time is active.
  • Adaptation Name Change: Abaddon's third skill Curse of Avernus was originally named Frostmourne in the original DotA, something that obviously cannot be ported as it is the name of a sword in Warcraft. His first skill was also renamed Mist Coil from Death Coil, which was a skill of the Warcraft III Death Knight hero.
  • Anti Escape Mechanism: Similar to Omniknight's Degen Aura, Curse of Avernus allows Abaddon to keep pace with an enemy and prevent them from escaping, since he simply has to hit them with his sword only once to slow them down enough to give himself a permanent speed advantage to land subsequent hits. And once his allies catch up, they can also start taking advantage of the movement and attack speed boost to gang up on the target.
  • Arch-Enemy: Abaddon's helmet is apparently made from the head of a Zealot Scarab. This is corroborated by a rival line for whenever he kills Nyx Assassin, and a corresponding rival line from Nyx if he kills Abaddon.
  • Badass Cape
  • Barrier Warrior: Abaddon's second ability, Aphotic Shield, prevents damage to himself or an ally for a short duration, or until it absorbs a certain amount of damage, at which point it bursts, sending that damage back at the attackers.
  • The Berserker: One way to play Abaddon, which works surprisingly well in lower levels is to suicidally charge into the enemy with Mask of Madness and possibly Armlet of Mordiggian on, relying on how Aphotic Shield and Borrowed Time makes you very difficult to kill and Curse of Avernus makes it impossible to run away from you. In pub games where everyone has no idea of what a TP scroll is supposed to be and no one coordinates with each other, Abaddon can easily get fed and carry the match - something that is totally unviable in professional games, where the highest farm priority he's allocated is 3 and he usually loses if played as a right-clicker.
  • Better to Die than Be Killed: The self-damage from Mist Coil can actually kill Abaddon if his health is below the cost of the spell, so smart players can take advantage of it to deny themselves. Abaddon even has special voice lines for when he achieves this.
  • Black Knight: Has the look going for him.
  • Blue Blood: Notable in some of his quotes.
  • Breath Weapon: Mist Coil:
    A mysterious vapor from the Font of Avernus now infuses the breath of Abaddon, who releases it at will.
  • Carry a Big Stick: The "Mace of the Chosen" Immortal weapon from the TI3 Compendium. It changes the particle effects on his Aphotic Shield.
  • Cast from Hit Points: His first ability, Mist Coil, can either heal allies or damage enemies, at the cost of a fraction of that amount to Abaddon's HP. Furthermore, since it deals Pure damage to Abaddon, it is possible to heal yourself with it while Borrowed Time is active, or add to Aphotic Shield's damage counter.
  • Casting a Shadow: Abaddon's second ability Aphotic Shield conjures a shield of dark energy around a friendly unit.
  • Cool Helmet: Just look at his portrait.
  • Cool Horse: Although his concept art portrays him riding a griffon.
  • Cool Sword
  • Creepy Good: He looks pretty terrifying, but is a rather nice guy.
  • Dark Is Not Evil: Abaddon certainly sports the ominous Black Knight feel and dark powers, but by the end of it, he's more of a neutral entity more concerned on the welfare of his House Avernus rather than making his enemies suffer or flaunting his superiority, and has quite a few compliment voice lines if meeting with other heroes. His gameplay is also by nature self-sacrificing, involving Taking the Bullet, healing others with a Cast from Hit Points ability, leading others into a chase against an enemy, and buying support items such as wards. This makes a starking contrast when you consider that his old model was the Warcraft Death Knight.
  • Empathic Healer: Can heal allies at the cost of his own HP with Mist Coil.
  • Energy Absorption: Abaddon's ultimate, Borrowed Time, turns any damage that Abaddon takes during its duration into healing instead. If timed properly and used against the proper enemies, it can bring Abaddon from near-death up to full health in a matter of seconds.
  • Expy: His design is similar to that of the Nazgûl from Lord of the Rings. He's also been compared to the Lich King, which is ironic considering pre-Lich King Arthas was his character model and voice in Warcraft 3 DotA.
  • Field Power Effect: If Abaddon purchases an Aghanim's Scepter, triggering Borrowed Time will redirect 50% of all damage done to all allies nearby, which both guarantees that he will return to full health at the end of the ultimate, and drastically increases the survivability of all his allies for the duration of the ultimate.
  • Foil: To Mirana. Abaddon is loyal to the House of Avernus, while Mirana abandoned the Solar throne for another. Abaddon emphasizes the duty of being a Noble, while Mirana emphasizes the privilege. Abaddon's gameplay is archetypically courageous, protecting his allies while diving fearlessly into the fray, while Mirana acts at times like a Egomaniac Hunter, pot-shotting enemies from a safe distance behind her allies before jumping forward to claim the kill. Abaddon draws his powers from the hidden, dark mists of the Font of Avernus, while Mirana draws powers from the moon goddess, Selemene. Abaddon is a strong counter to Mirana, due to his Aphotic Shield, a spammable hard dispel, which can easily remove the stun from Sacred Arrow and making Mirana much less effective.
  • Four Is Death: Upon hitting a target four times with attacks, Curse of Avernus will silence the target for four seconds.
  • Glowing Eyes of Doom
  • Hellish Horse: Most of Abaddon's mounts are thoroughly creepy-looking horses.
  • Hyperspace Arsenal: Abaddon's weapon disappears when not in use, and reappears in his hand when enemies approach. This effect appears to be a visual bug, as it was eventually patched out.
  • Implacable Man:
    • Aphotic Shield gives him huge amounts of durability and let him easily absorb damage, meaning that he can tower dive or chase early on in the game while taking minimal damage. It also removes debuffs from the target upon casting, including stuns (the only other such abilities are Tidehunter's Kraken Shell, Slark's Dark Pact, Legion Commander's Press the Attack and Abaddon's own Borrowed Time).
    • Borrowed Time itself is also this. Upon triggering, it will remove all debuffs from Abaddon, much like Aphotic Shield above, and disjoint most projectiles flying at him. Only two heroes can put him down while it's own, and even then it's a hard task.
  • In the Hood: Abaddon switches his helmet for a hood if wearing the Arsenal of the Demonic Vessel cosmetic set.
  • Magic Knight: Though a support and reliant on his spells, Abaddon is no slouch in direct combat either due to his relatively high base damage and Curse of Avernus. Plus, he's a literal example.
  • Meaningful Name: Abaddon's name means "The Destroyer" in Hebrew, and is the name of an angel thought to come from the Abyss. Avernus is the name of the crater that is the entrance to hell in The Aeneid.
  • Modest Royalty: Despite being nobility, his armor is comparatively low-key and covered by robes. He only really flaunts his Blue Blood when killing enemies.
  • Mounted Combat
  • Mysterious Mist: Abaddon's elemental and magical motif seems to be mist.
  • Names to Run Away from Really Fast: "Abaddon" is the name of the angel of destruction.
  • One-Handed Zweihänder: Abaddon's weapons are universally around as tall as Abaddon himself, yet he has no problem wielding them with one hand while holding the reins of his steed with the other.
  • Purple Is the New Black: With the Arsenal of the Demonic Vessel cosmetic set, the colour of Mist Coil and Aphotic Shield is changed from black to purple.
  • Raising the Steaks: The Steed of the Brinebred Cavalier is strongly implied to be undead, with only bones and traces of skin left.
  • The Red Mage: Abaddon's abilities can all be used to harm his enemies or to aid his allies, often both at once.
  • Royals Who Actually Do Something: While not exactly royalty, every member of the House of Avernus is expected to lead their armies against whoever attacks.
  • The Sacred Darkness: The Font of Avernus manifests itself as thick, black mist, and turned Abaddon into "a creature of the black mist", giving him a dark, ghastly appearance. However, the powers given to him by the Font can be used to heal his allies as well as harm his foes.
  • Scary Teeth: Though difficult to notice under normal conditions, certain lighting shows that Abaddon has a large mouth with nasty, jagged teeth, possibly a result of being in the mist too long.
  • Skill Gate Character: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with Borrowed Time and Aphotic Shield and get easily fed, Curse of Avernus makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that Borrowed Time will turn all damage that he takes into healing, causing them to continue to focus him even when Borrowed Time is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, Curse of Avernus isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam Mist Coil and Aphotic Shield to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as an offlaner or semi-support, buying utility and aura items, healing and protecting his cores with Mist Coil and Aphotic Shield, providing them with an additional damage steroids in Curse of Avernus and discouraging the other team to focus him with Borrowed Time.
  • Softspoken Sadist: Compared to most other heroes, many who verge on Large Hams, Abaddon is surprisingly reserved in both tone and voice. He rarely yells, and his voice is soft and wispy.
  • Status-Buff Dispel: When cast, Aphotic Shield removes most negative buffs from the target, while Borrowed Time does the same for Abaddon's himself. Notably, this includes a number of debuffs that cannot otherwise be dispelled, such as most stuns.
  • Stone Wall: Despite being a support hero, Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. However, Mist Coil and Aphotic Shield do not deal much damage, and his steroids, Curse of Avernus, only gives a flat 40 bonus to attack speed, so Abaddon has trouble dishing out damage to the degree a (semi-)carry can.
  • Taking the Bullet: With Aghanim's Scepter, Borrowed Time redirects 50% of all damage dealt to nearby allies to Abaddon. Since he heals from taking damage, this just makes him even more of a hindrance to his foe's offensive.
  • Too Dumb to Live: It is possible to accidentally kill yourself with Mist Coil if you do not pay attention to your health, since its self-damage is lethal.
  • Touched by Vorlons: Received his abilities from the Font Avernus.
  • Vampiric Draining: His passive, Curse of Avernus, slows the movement and attack speed of any enemy he attacks, while simultaneously buffing that of any allies who right-click the target.
  • Was Once a Man: Whatever race he belonged to before, he certainly isn't one of them any longer due to the Font's influence.
  • Why Won't You Die?:
    • Borrowed Time, on top of removing most debuffs and stuns like Aphotic Shield, turns all incoming damage into health, meaning that any kind of damage will simply heal him right back up to full health. If Abaddon decides to focus on durability with items like Heart of Tarrasque and Aghanim's Scepter, then bringing him down in a teamfight becomes a chore in and of itself (on top of effectively wasting the enemy's damage nukes and time in trying to kill him, leaving his teammates comparatively unscathed and able to fight the enemy).
    • When played as a core, Abaddon will almost always opt for Radiance and Octarine Core, which is already a fearsome combo due to Radiance's burn fuelling Octarine Core's lifesteal while wearing enemies down. Combined with Abaddon's high-level talents to reduce his cooldowns and increase Aphotic Shield's damage absorption, and he'll be shielding himself for 500 points every 4 seconds while healing like crazy from both Radiance and Aphotic Shield damage. Throw in Borrowed Time, and the enemy will be forced to give him several seconds of free healing. And then they get him low again, only to find Borrowed Time off cooldown again due to Abaddon's cooldown reductions... Yeah.

    Razzil Darkbrew, the Alchemist 
https://static.tvtropes.org/pmwiki/pub/images/Alchemist_3887.png
Voiced by: Bruce Miles

Razzil Darkbrew is a scientist who showed great devotion to his family's field of study: Chymistry. Over time, his focus shifted to the art of Alchemy, and he declared that he would turn an entire mountain into gold through the application of his science. Unfortunately for him, his experiments resulted in chaos and destruction, and he was arrested and thrown in jail, with an ogre as a cellmate. In order to escape and continue his research, Razzil brewed a potion from the available materials, which granted the ogre a massive burst of strength and endurance and caused him to fly into a rage, allowing him to break through the cell walls and fight his way out of the prison. The pair have been on the run since then, forever in search of ingredients for Razzil's experiments.

While other heroes may specialize in magic spells or physical damage, Alchemist (and his trusty ogre sidekick) focus on gold, and accumulating lots of it. With the ability to farm more efficiently than most other heroes, Alchemist can be played in a variety of ways: he can use his early-game gold potential to quickly snowball an item advantage over the other team and carry his side to victory, or he can see use as a support and an initiator, focusing more on his damaging spells to help his team. With Greevil's Greed, a passive ability, Alchemist gains extra gold for every last hit; granting an additive bonus for every last hit in a period of time. With healthy reserves of gold rolling in, Alchemist can quickly gain a head start in purchasing items- but don't think that he can't also go on the offensive. His main damaging spell, Unstable Concoction, is a powerful but unreliable area-of-effect stun that needs to be charged before it's thrown at an enemy hero. Wait too long, however, and the spell will explode on Alchemist himself, stunning and damaging him. His other damaging spell, Acid Spray, creates a pool of toxic liquid that reduces armor and damages foes who are caught in its radius. His ultimate, Chemical Rage, is a versatile status buff, temporarily kicking many of his base stats into overdrive. With huge bonuses to health regeneration, movement speed, mana regen, and attack speed, Alchemist can unleash the power of alchemy to its fullest. He's also unique that he can melt an Aghanim's Scepter and gives it to his ally, granting them the ability upgrade and stats in process without taking up an item slot, which also permanently increases both his attack and spell damage for each ally who has received this gift.


  • Acid Attack: He's an alchemist themed chiefly around use of acid and other corrosive and unstable liquids. One of his main attacks, Acid Spray, creates a cloud of acidic gas that then collects into a damaging Acid Pool on the ground.
  • Adaptation Name Change: As there are no goblins in Dota 2 lore, the name of Alchemist's third skill was changed from Goblin's Greed to Greevil's Greed during the port.
  • Adaptation Species Change: Razzil was a goblin in DotA. His current species is unidentified, though suggestions have ranged from Keen (Sniper, Tinker) to Greevil to the same as Timbersaw. He still strongly resembles a goblin though, and the ogre has remained an ogre in both versions of the game.
  • Acid Pool: Acid Spray can create one in an area.
  • Alchemy Is Magic: Razzil's alchemy is apparently able to turn living organisms into gold.
  • Badass Beard: Razzil himself.
  • The Berserker: Chemical Rage gives the ogre high regeneration and base attack time reduction (basically increases his attack speed), encouraging this style of play once he has his items.
  • Big Dumb Body: Albeit in a more equal relationship than most.
  • Big Guy, Little Guy: The ogre is the big guy to Razzil's little guy.
  • Blade Spam: With the right items and a fully leveled Chemical Rage, Alchemist can let out upwards of five attacks a second.
  • Bling of War: Alchemist's Immortals, the Eternal Radiance Blades and the Midas Knuckles, are, respectively, a pair of golden flaming swords and a glove made of gold.
  • Brains and Brawn: Razzil and the ogre refer to themselves as the brains and the brawn, respectively.
  • Charged Attack: Unstable Concoction gains power and stun duration for longer every second after it's activated, and if it's charged to maximum power it can deal more damage and stun for longer than Sven's Storm Hammer.
  • Cool Helmet: The ogre has a one-horned one.
  • Deadly Gas: Acid Spray creates a large cloud that shreds the armor and health of enemies.
  • The Dividual: Razzil and the ogre tend to get along together and are treated as a single unit gameplay-wise.
  • Dual Wielding: The ogre unsheathes two swords when using Chemical Rage.
  • Fat and Skinny: The ogre and Razzil, respectively.
  • Good Old Fisticuffs: The ogre's attacks by punching if Chemical Rage is inactive.
  • Healing Factor: Chemical Rage grants Alchemist a massive boost to health regeneration.
  • Hoist by His Own Petard: Literally, in that Unstable Concoction will explode in Alchemist's face if he doesn't throw it in time. And yes, he can kill himself with it.
  • Hollywood Acid: Acid Spray is green and reduces enemies' armour.
  • Human Resources: According to his voice lines, he's fond of using components of his dead foes as fodder for his experiments.
  • Item Caddy: When played as a farming carry, Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by Greevil's Greed, which makes farming much faster and easier, so a good Alchemist will probably assemble most of his arsenal by the thirty-minute mark.
  • Jack-of-All-Stats: Alchemist is a versatile hero and can be played in the carry, support, or mid roles. He has a strong early game which can be capitalized on if one so desires by playing him as a support or a mid. His lategame can also be taken advantage of by playing him as a carry, and he's one of the fastest farmers in the game, allowing him to reach his personal lategame before the enemy team's carries come online. If given enough farm as a support, he can also transition from a support to a carry, but his lategame is not as strong as some other heroes', such as Medusa, Spectre, or Faceless Void, all of who outcarry Alchemist once they have enough farm.
  • The Juggernaut: With Chemical Rage activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque. As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.
  • Lightning Bruiser: With Chemical Rage active, Alchemist possesses frighteningly high attack speed and runs fairly quickly as well, while easily shrugging off hits with the increased health regeneration.
  • Mad Scientist: Razzil is prone to laughing maniacally or ranting about chemistry while last-hitting, activating Chemical Rage, or killing a hero.
  • Magic Knight: Razzil provides the Magic and the Ogre makes for the Knight half of the equation.
  • Mechanically Unusual Class: Alchemist is somewhat different from some other hard carries in that he can farm incredibly quickly with Greevil's Greed, allowing him to grow extremely fast and get 6-slotted before many other carries. However, he can still be outgunned later on by other hard carries, because he can still only carry 6 items, plus an Aghanim's Scepter (which doesn't take up a slot for him) while Chemical Rage doesn't scale particularly well as a damage steroids. Because of this, unlike other hard carries who peak at ultra-late game, Alchemist's most effective time is at the late-midgame when he becomes 7-slotted.
  • Money Multiplier: Greevil's Greed multiplies the gold from Bounty runes and grants bonus gold for every unit killed inside of 30 seconds, allowing him to chain last-hits to give himself up to 28 bonus gold per last hit. Left to farm alone, Alchemist can obtain core items alarmingly quickly. Unless if his team is badly losing it is almost unvariable that an Alchemist will sit at the top of the net worth chart after the first few minutes of the game.
  • Mounted Combat: Razzil rides on the back of an ogre. Whilst Razzil does the pointing, the ogre does the punching.
  • Nice Hat: The ogre's horned hat.
  • No Name Given: The ogre, oddly enough.
  • Our Ogres Are Hungrier: Razzil's ogre mount seems to be quite different than the ogre mooks found in game, although it does bear a strong resemblance to Ogre Magi. The ogre also seems to be a lot smarter than how Ogre Magi's lore describes his kind, though it might be the a side effect of Razzil's potions.
  • Phantasy Spelling: Razzil's field of study is called chymistry.
  • The Power of Friendship: Neither of them would be a match for other heroes by themselves, and it takes using both the Ogre's muscle and Razzil's chemicals to win.
  • Purple Is Powerful: The ogre turns violet when Razzil uses Chemical Rage.
  • Race Against the Clock: A minor example with Unstable Concoction. If it's not thrown within 5.5 seconds, it will stun and damage the Alchemist.
  • Red Eyes, Take Warning: The portrait for his ultimate, Chemical Rage.
  • Science Hero
  • Super Empowering: Alchemist has the ability to consume an Aghanim's Scepter to grant all of its bonuses to himself or an allied hero, once each, without taking up a slot. It synergises particularly well with someone whose Aghanim's Scepter upgrade is potentially very strong but they either can't afford the money or the slot for it. So a support Treant Protector can be given Scepter and starts legally maphacking with Eyes in the Forest, or Luna who can now drop Eclipse a Kill Sat without losing space for Scepter.
  • Super Mode: Chemical Rage, which involves the ogre ingesting a Super Serum.
  • Super-Power Meltdown: The Unstable Concoction. Razzil throws a potion at an enemy that stuns them depending on how long he shakes it up. However, if he holds on to it too long, it will explode and stun himself.
  • Super Serum: When Chemical Rage is used, Razzil gives the ogre a rage-inducing potion.
  • Technicolor Science: Acid Spray is green and Unstable Concoction is purple.
  • There Was a Door: The ogre simply crashed through the walls of the prison that he and Razzil were stuck in.
  • Throw Down the Bomblet: Unstable Concoction has Alchemist hurl a beaker of explosive chemicals at the target.
  • Transformation Is a Free Action: Alchemist becomes temporarily invulnerable when activating Chemical Rage, allowing him to disjoint certain stuns.
  • Unstoppable Rage: When under the effects of Chemical Rage, the ogre runs faster, regenerates health and mana faster, and attacks faster.
  • Vitriolic Best Buds: They frequently bicker with one another over trivial matters, although many of their voice lines indicate that they really are inseparable underneath it all.
  • Weak, but Skilled: Alchemist has one of the worst attribute growths in the game and must rely on his ability to amass an overwhelming amount of gold to carry. By mid-game, a good Alchemist should have around twice the net worth of the enemy carry, which he needs in order to overcome his bad stats.
  • What the Hell, Player?: If Unstable Concoction backfires, the ogre will sometimes berate Razzil, and, by extension the player controlling him, for not throwing it in time.

    Mogul Khan, the Axe 
https://static.tvtropes.org/pmwiki/pub/images/978a7d768aed95c14f7ff817ba501417.png
Voiced by: Jon St. John

Mogul Khan was once a grunt in the Army of Red Mist who aspired to reach the rank of Red Mist General. He proved his worth in battle, but his rise through the ranks could also be attributed to his habit of killing his superiors. Over a seven-year war, Axe had succeeded in eliminating not only every opposing soldier, but also every higher-ranked officer in the Red Mist, allowing him to declare himself the Axe. Unfortunately, his penchant for backstabbing allies resulted in all of his troops deserting him, leaving him as the only warrior of the Red Mist, a literal one-man army.

Axe charges right into the enemy fray, wreaks havoc single-handedly, allowing his teammates to take advantage of the chaos, and then decapitate the weak from the fray. If Axe manages to get into the enemy's ranks, they better hope they can run before they get axed. Or not, if they get caught in his Berserker's Call, which taunts everyone near Axe and forcing them to attack Axe while he gets bonus protections for a short time. Attacking Axe have a chance to trigger his Counter Helix, which Axe spins around and deals damage to surrounding enemies. If he is attacked many times, there's a chance that he'd be a whirling death to the enemy. Axe also hates cowards and can try to force them to play aggressive by sticking the Battle Hunger on them, which deals damage over time until they kill something, creep or whatever. Axe also hates weaklings, so his Ultimate, Culling Blade, is designed to be an executioner of the weak, smashing them with his Axe so mightily and dealing big damage, that if the target was below a certain HP threshold, the victim gets in a Ludicrous Gibs instant death, and no amount of extra protections are going to save them, Axe's axe drives away all those pesky protections. This is also a big spectacle, so any nearby allies witnessing this execution gets a boost in speed, and the cooldown refreshes, allowing Axe to try and execute another weakling. Axe might not be able to single-handedly decimate enemy team by himself, but he is extremely tough and disruptive, making him an excellent initiator. Though his early game is strong that if he snowballs, he might end up as the carry, but it's rare.

In Artifact Axe is a red hero with no innate ability. His signature card, Berserker's Call, causes a red allied hero to fight its neighboring enemy.


  • Adaptation Species Change: Axe was an Orc using the model of corrupted Grom Hellscream in DotA. Some of this influence can still be seen such as being from a warlike race that gathers in clans.
  • The All-Solving Hammer: His unlockable, the Forgemaster's Hammernote 
    Forgemaster's Hammer description: The only day Axe declared defeat was the day he tried to forge a weapon with an axe.
  • Amazing Technicolor Population: Axe's skin is blood-red.
  • Armor-Piercing Attack: Culling Blade is the only skill in the game that goes through Dazzle's Shallow Grave, which otherwise grants complete immunity to death (except against self-triggered suicide from Bloodstone). It's also one of two spells that can kill through Borrowed Time and False Promise (the other being Ancient Apparition's Ice Blast), which otherwise heals Abaddon when he should take damage and delays all damage taken, respectively.
  • An Axe to Grind: Yeah, right. Axe's all about axes.
    "Axe brings the axe!"
  • Badass Cape: The Immortal item Mantle of the Cinder Baron, made especially badass by the magma running through it.
  • Badass Normal: Axe has little to no supernatural abilites but makes it with his strength and battle rage alone.
  • Beard of Barbarism: A truly glorious one.
  • Berserk Button: Exploited by Axe's Battle Hunger, which deals damage over time to the target until it kills another unit or the duration ends.
  • The Berserker: His playstyle involves blinking right into the enemy team and using Berserker's Call, forcing them to attack him and giving his allies some breathing room.
  • Blood Knight: Believes in the glory of battle.
  • Buffy Speak
  • Butt-Monkey: In demo mode, Axe is always designated as the enemy hero for the players to use their own hero's abilities on, whether it be Black Hole, Finger of Death or Reaper's Scythe, among others.
  • Character Name and the Noun Phrase: The titles of his books follow this formula, although "And" is replaced with "in" in some cases.
  • Chunky Salsa Rule: If an enemy is within the instant kill threshold of Culling Blade, Axe removes all buffs on the target before applying the damage. This means that abilities such as Dazzle's Shallow Grave, Abaddon's Borrowed Time, and spell immunity won't save the target from death.
  • Companion Cube: His Axe.
  • Conservation of Ninjutsu: Manfighting Axe, while not advisable, isn't all that suicidal. Manfighting Axe while he's also fighting your creep wave is asking politely if you can die.
  • Counter Attack: Counter Helix has a chance to trigger when Axe is attacked.
  • Coup de Grâce: Culling Blade deals moderate damage, but will instantly kill any hero below a certain HP threshold. No exceptions.
  • Crutch Character: Axe is a powerhouse early and mid game: a few Counter Helix spins can quickly bring down an enemy's HP, and combined with Battle Hunger will drive enemies out of lane with ease. When he goes roaming, Battle Hunger hurts so hard that no smart carry would dare remove it or risk getting beheaded by Culling Blade. However, with his bad stat growth and weak right-click, Axe sharply falls off when enemies get some defensive items (and become able to shrug off his nukes with ease). If he has heavily snowballed from ganks he can still carry the game, but he can be very easily outcarried by almost all proper carries. While he is still useful as an initiator and disabler with Berserker's Call, his damage output is limited outside of Blade Mail (which only lasts 4.5 seconds) and he's far from the bully he used to be during early and mid game.
  • Dynamic Entry: Killing an enemy with Culling Blade grants a massive movement and attack speed boost to nearby allies, letting them rush into the fight and secure the advantage or retreat before his enemy can react.
  • Finishing Move: Culling Blade is designed to be one: it kills any hero below a certain amount of health, and if it does so, it gives all nearby allies a speed boost while its cooldown is reset.
  • Four-Star Badass: Nominally, given that he's the only one left in his army.
  • Garden Garment: When equipping the Axe Unleashed set (a Prestige item for The International 2019), Axe wears a loincloth made from leaves and vines.
  • General Ripper: Ludicrously so.
  • Genius Bruiser:
    • Some of his lines indicate that he can be quite articulate if he wants to.
    • His comic takes this trait along with his Sophisticated as Hell nature even further. He doesn't act anywhere near like the oaf that the game might depict him as, and he only lapses into Third-Person Person a few times, though much of his dialogue is pretty profanity-ridden.
  • Glowing Eyes of Doom: In the trailer at least
  • Good Old Fisticuffs: The Axe Unleashed set takes away Axe's axe, leaving him to fight with bare fists.
  • High-Pressure Blood: Killing an enemy with Culling Blade sprays blood all over the ground in the area.
  • I Call It "Vera": He calls his axe... um... Axe.
  • Literary Agent Hypothesis: Axe is the protagonist of his own series of books, written by his personal Bard, Goodkind, based on his own adventures (Which in fact, are done explicitly for material to base books on).
  • Kill Steal: Culling Blade is guaranteed to award the kill to Axe and resets its cooldown if it successfully kills an enemy hero, allowing him to promptly chop off the heads of three or more heroes in a teamfight. If Axe kills someone with Culling Blade while they are stunned by Necrophos's Reaper's Scythe, however, the enemy will be culled and Necrophos gets the kill.
  • Kill Streak: If Culling Blade manages to successfully kill an enemy hero, its cooldown is reset, meaning that you can instantly use it again to kill another enemy hero if the opportunity presents itself (and as long as you have the mana).
  • Klingon Promotion: Was a big fan of this during his time in the red mist army.
  • Large Ham: Even compared to most other heroes. Axe shouts almost all of his lines, most of which are Badass Boasts. Being voiced by Jon St. John certainly doesn't hurt. This makes Axe a very amusing and popular character.
  • Mighty Glacier: Early game, Axe has great damage output with all of his four skills, but his mobility suffers as a result, forcing him to get Blink Dagger in order to maximise his potential.
  • Mix-and-Match Weapon: One of his cosmetic items is a bizarre combination between a three-section staff and, well, an axe. Its description notes that it's very dangerous — to its wielder and his enemies alike.
  • Monochromatic Eyes: Zig-Zagged. He has these on his in-game model, but his comic depicts him with more normal-looking eyes.
  • No Indoor Voice
  • No Saving Throw: If you get hit by Culling Blade while under the health threshold (and it's not blocked outright by Linken's Sphere or Anti-Mage's Aghanim's Scepter), nothing will save you from death. False Promise, Borrowed Time, and even Shallow Grave are outright ignored by a lethal cull.
  • One-Hit Kill: Culling Blade can instantly kill an enemy unit with low health based on its current level's threshold. It even works on Roshan.
  • One-Man Army: Believes himself to be this. Gameplay-wise, he can be this if he gets lucky with spins and is built tanky. Even at the early game, he can deal with an entire wave of creeps alone.
  • Power Nullifier: Berserker's Call is this in effect, as the targets can do nothing but attacking Axe for its duration. Some people even compare it to Magnus' Reverse Polarity on a 10-second cooldown.
  • Practical Taunt: Berserker's Call forces enemies to attack him for a few seconds and leave his allies alone. To offset the damage he takes on himself, he also gains a substantial increase in armor.
  • Proud Warrior Race Guy: Belongs to the Oglodi, which also includes Disruptor and Warlock. Interestingly all of them started as Orcs, and some of this influence can still be seen in Axe's bio.
  • Pungeon Master: Any time the letters "Ex" are in a word, he says 'Axe' instead.
    (buyback) "Back in AXEtion!"
  • Shoulders of Doom: He has a shoulder guard on his right shoulder.
  • Shout-Out:
  • Skill Gate Characters: One common tactic with Axe in lower-ranked games is creep-skipping: go to the hard lane, get a Stout Shield, position yourself between the enemy tier 1 and 2 towers, and kill creep waves all by yourself with Counter Helix, either depriving enemies of their XP and pushing the tower with your unopposed creep wave, or having the enemy run around their own tower running from the creeps and having a hard time getting the last hits due to low damage at level 1. Of course Axe is also dangerously far from his tower without allied creeps, so ranged heroes can easily kite him and a good disabler/ganking mid/jungler is almost guaranteed to get first blood, but in low level pubs, dual melee carry safe lanes are disturbingly common and most players do not care about any other lane other than the one they went to at the pregame, and wouldn't bother with a creep-skipping Axe depriving the farm of their teammates.
  • Sinister Scythe: With the cosmetic item Red Mist Reaper's Scythe.
  • Slipknot Ponytail: Originally had one, but it was taken out with a patch. Possibly to downplay his resemblance to Grom Hellscream.
  • Sophisticated as Hell: Despite being a Genius Bruiser, he never even tries to be subtle, and his next response might as well be:
  • Spin Attack: Has a chance to attack all nearby enemies this way as a counter attack with Counter Helix.
  • Stone Wall: As the game progresses, Axe's role changes into this: because of the bad scaling on his skills, by late game enemies can shrug his damage off with ease. By this time Axe is no longer a damage dealer, he has become an Aoe disabler.
  • Surprisingly Sudden Death: He has special voice lines for the extremely effective Blink Dagger into Culling Blade finishing combo.
  • Take Me Instead: Axe can pull gankers off his allies by calling them, forcing them to fight him instead. Whether or not they can take Axe, however, is doubtful.
  • Testosterone Poisoning: Taunts enemies into attacking him? Check. Is so bloodthirsty that it causes physical damage to enemy Heroes? Check. Spins his axe in a huge counter-attack when someone hits him? Check. Can instantly kill enemies when he sees that they're weak? Check oh so very much.
  • There Is No Kill Like Overkill: In the first DotA if the enemy HP threshold for Culling Blade was met, Axe would remove all buffs from the target and then deal 100000000 physical damage. In Dota 2, it will do exactly the amount of health that the target has as damage.
  • They Call Him "Sword": Or rather, "Axe".
  • Third-Person Person: Constantly refers to himself as Axe.
  • Unskilled, but Strong: In Artifact, Axe does not have an innate ability, but makes up for it with very high base stats.
  • Walking Shirtless Scene: Evidently, Axe's muscles are harder than any armor he cares to wear. Up to Eleven with Axe Unleashed prestige set, as he doesn't even wear any armors (or pants).
  • When All You Have Is a Hammer...: In the late game, Axe is often played as a 'walking Berserker's Call - his main job then is calling as many enemy heroes as possible with his other skills (which drop off quickly, especially Battle Hunger and Counter Helix) being little more than afterthoughts. While his damage output in the late game is quite negligible, the ability to soft disable multiple enemy heroes on a 10-second cooldown is still quite useful, and his item build reflects this, focusing to maximise the effectiveness of Berserker's Call, with items like Blink Dagger, Force Staff and Blade Mail.

    Karroch, the Beastmaster 
https://static.tvtropes.org/pmwiki/pub/images/Beastmaster_928.png
Voiced by: Sam A. Mowry

Having lost both his parents during his childhood, Karroch was raised amongst the animals of the king of Slom's menagerie. One day, a strange beast was brought to the king, one who could communicate telepathically with Karroch and plead to be set free. Disobeying the king's orders to perform for his amusement, the beast was wounded and caged. Karroch secretly cared for this creature, who spoke to him and forged a bond, until the boy developed the ability to talk back not only to this beast, but to all the animals in the menagerie. When the beast died, Karroch avenged it by freeing all of the king's beasts from their cages, and they rampaged throughout the castle, mauling the king. Karroch, aided by a stag, leapt over the castle walls and fled to freedom.

With one of the longest magic-immunity piercing stuns in the game and several summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. Wild Axes has him hurl his two axes at any enemy in a long range and damages everything caught in their looping path, slicing down foes and trees alike. When an enemy is hit by the axes, they not only take damage, but receive a debuff which increases the damage they take from Beastmaster and his controlled units. Call of the Wild, his second spell, has two sub-abilities: the first summons a boar with a ranged slowing attack, and the second sends out an invisible hawk to scout out a target location. Inner Beast provides a passive attack speed to every friendly unit in its radius, including his summoned units. His ultimate, Primal Roar, deals magical damage and stuns a target for up to four seconds, and grants Beastmaster and his cohorts increased movement speed, allowing them to rush in to finish off their prey.

In Artifact, Beastmaster is a red hero with the Active Ability Call of the Wild, which summons a Loyal Beast, a creep that modifies its enemies with -1 Attack when dealing battle damage. His signature card, Primal Roar, stuns an enemy unit that's blocking an allied red hero for one round and sends its neighbors to random other lanes.


  • Armor-Piercing Attack: Primal Roar can stun its target through spell immunity, and knock back spell immune enemies between him and the primary target (although no damage will be dealt to spell immune units and secondary targets won't be slowed after the push). It's one of the most powerful disables in the game since it can be cast from range and will guarantee stun its target for up to 4 seconds (doubles if you purchase a Refresher Orb, which is a common item for him).
  • An Axe to Grind: Beastmaster's Weapon of Choice is a pair of tomahawks. He can even throw and retrieve them like a boomerang via his first ability, Wild Axes.
    Beastmaster (casting Wild Axes): ''Boomeraxe.''
  • Beard of Barbarism
  • The Beastmaster: While Beastmaster's own damage output may be mediocre, he can summon a boar and hawk with Call of the Wild, amd Inner Beast gives a significant DPS increase when paired with his summoned units. Slap a Necronomicon on him, and Beastmaster can single-handedly focus down most heroes and towers before Primal Roar wears off.
  • Call a Smeerp a "Rabbit": His boar and hawk don't look like what they're insisted to be. Changing them with cosmetic items will turn them into entirely different species as well.
  • Defog of War: Call of the Wild's Scout Hawk is one of the best examples of this. It can fly over cliffs and grants flying vision in a large radius.
  • Dual Wielding: Wields a pair of tomahawks.
  • Familiar: The hawk and boar summoned by Call of the Wild.
  • Field Power Effect: Inner Beast increases the attack speed of Beastmaster and any nearby allies, and is possessed by his illusions as well. While the numbers aren't highly impressive, its strength is in the fact that it stacks on top of existing attack speed buffs and applies to creeps and summons as well, so Beastmaster being in the general area of a teamfight can greatly augment the amount of physical damage the whole team does, including the supports.
  • Improbable Use of a Weapon: How can he retrieve his throwing axes is rather inexplicable.
  • Jack-of-All-Stats: Beastmaster can push, jungle and semi-carry with Call of the Wild and Inner Beast, initiate and disable with Primal Roar, and provide utility and carry auras with his inherent tankiness. There are lots of heroes who can do all of these individual tasks better - but very few who can turn their hand to so many. Because of this, he tends to pick up whatever responsibilities his team needs filling the most. For example, if your team didn't have a proper initiator, you'd probably pick up a Blink Dagger so that you can provide that.
  • Magic Knight: Beastmaster has a large array of spells that give him vast amounts of utility (Wild Axes, for instance, can be used to cut down trees and stack or kill Ancient camps), and Inner Beast helps to give his physical damage output some impact. However, he's stronger in the casting department than in the fighting department, moreso since he's very mana-independent (Wild Axes and Primal Roar are the only spells he has that consume large amounts of mana), and Inner Beast isn't a very strong damage steroids.
  • Make Me Wanna Shout: Beastmaster's ultimate, Primal Roar, pushes aside anyone who stands in the way and stuns the primary target, then increases the speed of any allies inside the area of effect.
  • Nature Hero
  • Poisonous Person: The boar's attack can inflict a poison that slows attack and movement speeds. At lower levels, it's not very impressive, but it grows to a much more respectable level as Call of the Wild is leveled up.
  • Power Up Letdown: Before being reworked, Beastmaster's Aghanim's Scepter upgrade wasn't exactly that great for its cost. It gave his ultimate Primal Roar an extended range as well as significantly reducing its cooldown. The former can be easily accomplished with the significantly cheaper Blink Dagger while the latter is rather redundant given that Primal Roar's cooldown was already quick by ultimate standards.
  • Raised by Wolves
  • Some Dexterity Required: Because he can summon units with Call of the Wild, proper Beastmaster play revolves around being able to micromanage where you place them and how you use them.
  • Speaks Fluent Animal
  • Stone Wall: Being a Strength hero with good base armour, Beastmaster is fairly tanky (and can become even more so by building the right items), but his utility-oriented skillset and so-so right-click attack mean that he has trouble dishing out damage to the degree that a true carry can - most of his damage output rather comes from his boar(s) and Necronomicon minions.
  • Summon Magic: Call of the Wild lets Beastmaster summon a hawk and a boar, with varying increases in effectiveness as he levels the skill up.
  • They Have the Scent!: Referenced in some of his lines in both the original DotA and Dota 2.
    Rexxar: I've got the scent.
  • Tribal Face Paint
  • Walking Shirtless Scene: With bonus Loincloth.
  • Walking the Earth: As a wandering vagrant.

    Mangix, the Brewmaster 
https://static.tvtropes.org/pmwiki/pub/images/brewmaster_5080.png
Voiced by: Nolan North

The half-Celestial Mangix was raised in the Wailing Mountains among the Order of Oyo. Aspiring to attain the rank of Brewmaster, he trained until he earned the right to challenge the title's current owner. Over nine long days they fought and drunk, and eventually Mangix stood victorious. Having reached his goal, Mangix now wanders the world, seeking enlightenment through drink and to reunite the physical and spiritual planes once more.

Brewmaster is a very powerful Drunken Master, being is able to inflict a lot of damage and take little damage in return. His first ability is Drunken Brawler which switches Mangix to a special stance: for 5 seconds, Brewmaster benefits from greatly increased evasion and a large chance to land critical hits; on top of this, his tottering movements cause him to alternate between being slowed and hastened while moving. Brewmaster is able to stop his foes from escaping or fighting efficiently by using his ability Thunder Clap which creates a shockwave around him that slows and decreases movement speed on ground units around him. He can further ruin his opponents' coordination with Cinder Brew, which slows enemies in an area and makes them confused, causing them to occasionally hit themselves when attacking. Should a target take a large amount of burst magic damage, the brew ignites, dealing damage over time; this effect can be refreshed by further instances of damage for the duration of Cinder Brew. Finally, making him even trickier to face, his ultimate ability Primal Split causes Mangix to split into 3 aspects of himself, each with their own stats and abilities. The three copies are: Earth Spirit, who is tanky, immune to magic, and can use Boulder to stun an enemy and have chance to deal damage in a close radius; Fire Spirit, who is the quickest and a fighter, burning enemies around him with Permanent Immolation,: and Storm Spirit, the mage copy who can Dispel Magic which removes positive buffs and deals heavy damage to summoned targets, remove an enemy with Cyclone and make himself invisible with Wind Walk. With Aghanim's Scepter, Earth Spirit inherits Thunder Clap, Fire Spirit inherits Drunken Brawler, and Storm Spirit inherits Cinder Brew.


  • Achilles' Heel: Mangix is particularly vulnerable to silences, since most Brewmaster players will often attempt to wait until the last possible second to cast Primal Split in order to make the most of a teamfight.
  • Alcohol Hic: Present in a few of his quotes.
  • Big Fun
  • Beware the Silly Ones: Appears to be a drunkard, but he's more like a Drunken Master.
  • Boisterous Bruiser
  • Booze-Based Buff: Played straight with Brewmaster's Drunken Brawler, which gives him a chance to evade attacks and deal critical damage while granting him bursts of speed. Inverted with Cinder Brew, which causes enemies to slow down and hit themselves.
  • Booze Flamethrower: Enemies drenched in Cinder Brew can be set on fire once they receive enough magic damage during the debuff's duration.
  • Continuity Nod:
    • Although Storm Spirit is now a human, Brewmaster still labels him as his cousin, likely due to his Celestial heritage. In the original DotA, both Brewmaster and Storm Spirit were Pandarens.
    • While he is a red panda now, his Primal Split spirits have a giant panda pattern like the original's elemental pandaren.
  • Critical Hit Class: Activating Drunken Brawler gives him a very high crit chance for 5 seconds. Previous versions passively gave him a chance of hitting critically with all attacks.
  • Crouching Moron, Hidden Badass: Primal Split turns him from a slightly goofy inebriated panda-man into a deadly platoon of magical spirit warriors, and he becomes almost unkillable during its duration.
  • Decoy Getaway: Primal Split can be used as one, sending either Earth, for his priority return and slow-immunity, or Storm, for his invisibility, back while the other two wreck havoc on the enemy team and get focused down in an attempt to kill Brewmaster.
  • Difficult, but Awesome: Storm's second ability Dispel Magic. Used properly, it can remove powerful buffs (like a Double Damage rune or Ogre Magi's Bloodlust), but on the whole enemy team; or save multiple teammates from deadly mass-disables (like Ember Spirit's Searing Chains). Used badly, it can inadvertently help enemies by purging these aforementioned disables from them (which might very well be the Thunder Clap or Cinder Brew that you just used), or good buffs from allies. Being able to use Dispel Magic effectively is what separates a good Brewmaster from an average one.
  • Does Not Know His Own Strength: If his responses to killing someone are any indication, he doesn't really realizes that he's actually killing people.
    After killing a hero: What's wrong? Can't hold your liquor? hehe... Hello?
  • Drunken Master: He spends his time on the battlefield completely drunk. One of his abilities is even called Drunken Brawler.
  • Elemental Powers: After his ultimate (see Literal Split Personality below).
  • Epic Flail: An odd combination of what can be called nunchaku, but with a staff on one end is his Weapon of Choice. However, it's a real weapon.
  • Fighter, Mage, Thief: His three spirits. Earth, the big, durable magic-immune one is the fighter; Storm, with his multitude of utility spells and ranged attack is the Mage; and Fire, with his high speed and damage output, is the Thief.
  • Fragile Speedster: Fire moves at maximum speed and constantly deals damage to every enemy around him, but is also extremely frail.
  • Glowing Eyes: His elemental spirits.
  • Improbable Weapon User: He uses his barrel of booze as much as a weapon as his staff, as seen in his Thunder Clap skill.
    "It's a kegger!!"
  • Invisibility: Storm's Wind Walk turns him temporarily invisible.
  • Literal Split Personality: His ultimate, Primal Split, splits him into three elemental warriors, which function as individual heroes for the duration.
  • Locked Out of the Fight: Storm can do this with Cyclone. Given is long duration, short cooldown, and good range, this can be quite effective at negating key enemies.
  • Magic Knight: Brewmaster is a respectable physical damage dealer and manfighter, since he has abilities that involve negating opposing auto-attacks while strengthening his own; on the other hand, the Primal Split spirits can provide a plethora of utility from exceptional disables, survivability against magic and physical attacks, to damage output.
  • Many Spirits Inside of One: A heroic variant; Mangix sometimes refers to the three spirits as his "drinking buddies".
  • Mighty Glacier:
    • Brewmaster is slow, but he packs a wallop with Drunken Brawler and Thunder Clap and can soak up quite a bit of punishment, especially with Cinder Brew and Drunken Brawler causing most attacks aimed at him to miss.
    • Earth is the slowest of the three elemental forms, but he carries a ranged, damage-dealing stun, has the highest health pool, is immune to spells, and gets massive bonus damage against buildings.
  • No-Sell: Earth is immune to magic.
  • Obvious Rule Patch:
    • During the 6.74 era, the Primal Spirits are not considered heroes but rather creep-heroes. This allows pro players to easily escape from its ultimate by simply using a Smoke of Deceit and they will not be revealed unless another hero is present. 6.75 fixes this by making the spirits now appropriately dispel the smoke effect.
    • In the same patch, the Primal Spirits for some reason are unaffected by Enigma's Black Hole despite the fact that other units are completely affected by the ability which allow Brewmaster players to put a stop to the ultimate by firing boulder toss on him and since it's Universal damage, it cannot be stopped by BKB either. 6.75 fixes this by making the spirits appropriately affected by Black Hole now.
  • Panda-ing to the Audience: His race is very panda-like. The relation becomes more apparent when you look at his previous skin and ancestral spirits. He even used to be a Pandaren in the original DotA.
  • Random Number God: Notable for having two forms of evasion, which aren't affected by diminishing returns. If you're trying to kill Brewmaster with autoattacks, you'll be there for quite some time.
  • Shockwave Stomp: Thunder Clap damages and slows enemies in a huge radius by slamming his barrel into the ground.
  • Some Dexterity Required: As soon as Brewmaster pops his ultimate, you'll have to control three heroes simultaneously, each one with his own separate skills and abilities that work best chained together. If you buy Aghanim's Scepter, you'll have to worry about combo-ing together more skills. A well-played Primal Split, however can be extremely impressive and deadly.
  • Status-Buff Dispel: Storm's Dispel Magic ability, which dispels buffs in an area.
  • Stout Strength: He is noticeably overweight but hits like a truck and can tank a considerable ammount of hits.
  • Super Toughness: Brewmaster is a Strength hero with fairly high strength gain and the highest evasion in the game, if he has both Cinder Brew and Drunken Brawler maxed out, only 13% of autoattacks will actually hit him at all. This is in addition to dealing with his ultimate, which forces you to either fight them head on for a grand total of 20 seconds, or kill all 3 of them, no easy feat given that one's spell immune, another runs extremely fast, and the last can turn invisible. Escalated even further with Brewmaster's favored item build of Blink Dagger, Aghanim's Scepter, and Heart of Tarrasque, making his ult even harder to deal with, and then once it's over, letting him teleport away since Brewmaster himself never took damage during that duration and heal for a 3rd of his health while you were fighting the spirits. And if he hits level 25, he gets a talent that drops the downtime of Primal Split to a mere 15 seconds. Yeesh.
  • Transformation Is a Free Action: When performing Primal Split, Brewmaster becomes invulnerable for the duration of the transformation, until after the three elementals are able to move.
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    Rigwarl, the Bristleback 
https://static.tvtropes.org/pmwiki/pub/images/Bristleback_317.png
Voiced by: TJ Ramini

Rigwarl had attained fame and notoriety thanks to his tendency to start bar brawls, of which he always came out on top. His skill in fighting landed him a job as a bar enforcer, ensuring that customers paid their tabs and didn't cause too much trouble, in exchange for free drinks. Unfortunately for Bristleback, he eventually picked a fight with Ymir the Tusk. The ensuring brawl nearly destroyed the whole bar, Rigwarl was eventually defeated, and Tusk left without paying his tab. After recovering, Bristleback swore to track down Tusk and get his revenge, and as he trained, he realized that his quills make for a fantastic natural weapon.

Bristleback is a fighter that relies on his low-cooldown, spammy skills: Viscous Nasal Goo has him snot on a target, slowing them and reducing their armor (the Aghanim's upgrade make this skill act just like Quill Spray); and Quill Spray has him shredding his quill to damages an area, increasing the damage per stacks. Those skills fuel his ultimate, Warpath that boost his damage, attack and move speed per skill cast, making him a very dangerous Lightning Bruiser. When he's focusing on a target, his back opens wide... only for his enemies to realize his moniker, Bristleback reduces any damage against attack from his side and behind, also releasing quills automatically when he receives enough damage. Left alone, Bristleback will shred through your team just by running around.

In Artifact, Bristleback is a red hero. His Reactive Ability, Barroom Brawler, modifies him with +2 Armor whenever a hero blocking him dies. His Viscous Nasal Goo signature card modifies an enemy's Armor by -2.


  • Achilles' Heel: Unlike other Strength-based carries, Bristleback is particularly vulnerable to silences, since he needs to constantly cast spells in order to proc Warpath and ramp up Quill Spray counters on nearby enemies. He's also very vulnerable to Breaks (particularly Silver Edge), which disable his most important passive ability, Bristleback.
  • Adaptation Species Change: He used to be a quillboar in the first DotA, but was changed to a porcupine creature in Dota 2.
  • Badass Back: The Bristleback passive ability, which lets him take less damage from behind while still being able to retaliate with Quill Sprays, both triggered by the passive and triggered manually. It's not uncommon to see Bristleback farming stacked Ancients by walking up to them, turning his back, and spamming Quill Spray until everything is dead.
  • Badass Normal: A sneezing porcupine with a temper that can face off against ancient and powerful wizards, towering titans, physical gods and the like on the battlefield.
  • Bash Brothers: With Tusk.
  • The Berserker: His playstyle revolves around charging straight into the enemy team, spamming Viscous Nasal Goo and Quill Spray everywhere to rack up Warpath, and shrugging off everything the enemy throws at him with Bristleback.
  • The Bet: Apparently he was sent to war by the same bartender as Tusk.
  • Combat Pragmatist: He uses his snot as a weapon, which certainly qualifies.
  • Cool Mask: The immortal gas mask Blastforge Exhaler. It strongly resembles Bristleback's old model in the original DotA and changes the visual of his Viscous Nasal Goo.
  • Counter Attack: If taking damage from the rear, his namesake passive Bristleback will automatically release a Quill Spray.
  • Death of a Thousand Cuts: His only nuke Quill Spray is very weak, but has low cooldown and increases in power with each subsequent hit.
  • Epic Flail: A huge boulder on a chain.
  • Eyepatch of Power: As can be seen in his portrait.
  • Fantastic Racism: For whatever reason, he seriously hate the Keen Folk (Sniper, Tinker, Gyrocopter and Clockwerk).
  • Genius Bruiser: He may not look it, but he actually has the highest Int growth of any non-Intelligence hero, to the point where his actually grows faster than over half of all Intelligence heroes.
  • Large Ham: Can compete with Tusk in his sheer hamminess.
  • Lightning Bruiser: A Bristleback with maximum stacks of level 3 Warpath active will have +35% movement speed and +210 attack damage, while Bristleback reduces all of his damage taken from the rear by 40%, making him virtually invulnerable unless taking damage from the front (which isn't helped by the fastest turn rate in the game, making the passive easily abusable by a good Bristleback player). Oh, and his level 25 talent gives him +3 charges of Warpath. Good luck.
  • Magic Knight: Bristleback has the highest Intelligence growth amongst non-Intelligence heroes; he also has two cheap, spammable spells and an ultimate which synergises very well with them.
  • Motor Mouth: He has something to say almost every time he casts a spell. And considering their short cooldowns...
  • Mythology Gag: In the original DotA Bristleback used to be a Pig Man until he became a porcupine creature in the remake. Fast forward to The International 2017, and he received the Immortal item Blastforge Exhaler, a gas mask with a pig nose that strongly resembles how he used to look like in the original custom map.
  • Natural Weapon: His quills and snot.
  • No Indoor Voice
  • Punctuated! For! Emphasis!: Uses this a lot.
    Rigwarl (Killing Doom): "Who's. Doomed. Now."
  • The Rival: With Tusk. Both of them have several dedicated lines for meeting each other when on the same team, or killing each other otherwise.
  • Sneeze of Doom: Viscous Nasal Goo, which launches a ball of snot at a target.
  • Spam Attack: Both Viscous Nasal Goo and Quill Spray are very spammable with their very short cooldown and low mana cost, synergising well with Warpath, which increases Bristleback's damage and movement speed every time he casts a spell.
  • Spike Shooter: He is able to shoot the quills from his back.
  • Spike Balls of Doom: He's a living one.
  • Unstoppable Rage: His ultimate Warpath.
    Bristleback works himself up into a fury every time he casts a spell, increasing his movement speed and damage.
  • Worthy Opponent: He seems to enjoy fighting the Oglodi heroes (Axe, Disruptor, and Warlock).

    Bradwarden, the Centaur Warrunner 
https://static.tvtropes.org/pmwiki/pub/images/centaur_warrunner_1960.png
Voiced by: Tom Chantler

Bradwarden is a centaur, a race which considers combat to be the greatest form of art. Of all the gladiators to have fought in the arena of Omexe, none have matched the Warrunner. In the proving grounds, he defeated every foe who dared challenged him until he reigned as the uncontested champion, receiving the belt of Omexe. However, Bradwarden did not find satisfaction in this honor, as he realized that no other centaur would ever match his strength and skill. Seeking more powerful adversaries, the Centaur Warrunner left his homeland, seeking to prove that he is not only superior to all centaur warriors, but to every warrior in the world.

Centaur Warrunner's home is the battlefield, and all of his abilities show off his affinity for war. His first ability, Hoof Stomp, causes Centaur to slam down onto the ground, stunning and damaging nearby units. Centaur's second ability, Double Edge, causes his next attack to deal greatly increased damage based on his Strength—to both the opponent and himself. His third ability and a passive, Retaliate, inflicts a counterattack whenever Bradwarden is attacked. Each retaliative strike grants the ability a charge, which can be spent to temporarily multiply Centaur's attack. His ultimate, Stampede, causes every ally hero on the map to gain an incredibly large buff to their movement speed, the ability to walk through any unit, and will slow any enemy that they walk over, dealing damage to the slowed unit as they trample over their bodies.

In Artifact, Centaur Warrunner is a red hero. His Continuous Effect, Return, grants him +2 Retaliate. His signature card is Double Edge, a spell which grants a red hero +8 attack for one round, but also -8 armor.


  • An Axe to Grind: His weapon is a big axe.
  • Badass Normal: Centaur possesses little supernatural power - just a big axe and a lot of brute strength.
  • The Berserker: Thanks to his huge HP pool, a passive that punishes attacks against him, and close-ranged spells, Centaur is played in a very aggressive manner.
  • Blood Knight: It's the centaurs' hat in this setting.
  • Cast from Hit Points: Double Edge deals damage to both Centaur, his target and nearby enemies.
  • Counter Attack: Retaliate deals damage to any unit attacking Centaur. Unlike similar abilites of other heroes, it inflicts a fixed amount of damage, rather than being based on the amount taken.
  • Difficult, but Awesome: Stampede usage, good Centaur players often use Stampede when they aren't even doing anything more dangerous than last hitting, but their ally on the other side of the map is going in for a gank or running from the enemy.
  • Dynamic Entry: Stampede boosts Centaur's allies to max move speed, dealing damage and slow to any units they run through. It works well with a Blink Dagger and Hoof Stomp stun, turning him into a powerful initiator.
  • Gladiator Games: Is a champion of them.
  • Glowing Eyes of Doom: The Infernal Chieftain Immortal item gives Centaur a pair of glowing red eyes.
  • High-Pressure Blood: Double Edge causes a jet of blood to squirt out from both Centaur and his targets... even from Treant Protector (a tree), Death Prophet (a ghost), or Enigma (a living black hole), etc.
  • Horned Humanoid
  • Lightning Bruiser: Not only does he have the highest Strength gain of any hero, but he's also scarily fast — especially with his ultimate, which lets him and all his allies charge at maximum move speed for a few seconds.
  • Made of Iron: One of the tankiest heroes in the game.
  • Monochromatic Eyes
  • Natural Weapon: Bradwarden's hooves, used by Hoof Stomp.
  • Our Centaurs Are Different: Unlike centaurs seen in most other works, Bradwarden has a massive upper torso, horns and out-jutting lower fangs.
  • Proud Warrior Race Guy: His culture has little to it other than violence.
  • Shockwave Stomp: Hoof Stomp is a stomp attack which stuns nearby enemies.
  • Shout-Out:
    • Double Edge, to the to the Pokémon move of the same name.
    • The name "Bradwarden" is likely a reference to a centaur in R.A. Salvatore's DemonWars series.
  • Super Speed: Stampede temporarily boosts the movement speed of all allies to the cap of 550.
  • Super Strength: He has the highest Strength gain in the game, at 4.6 per level.
  • Top-Heavy Guy: Contrary to most centaur depictions, his upper torso is even bulkier than the workhorse lower body.
  • Trampled Underfoot: Any poor victim passed over by Centaur's allies when Stampede is active is slowed and takes damage based on his Strength.
  • Victory Is Boring: His backstory.
  • Walking Shirtless Scene
  • Worthy Opponent: He regards Magnus as one.

    Chaos Knight 
https://static.tvtropes.org/pmwiki/pub/images/Chaos_Knight_4485.png
Voiced by: Barry Dennen

Chaos Knight is a Fundamental, an embodiment of the forces which compose the universe; in his case, he embodies chaos. The oldest Fundamental, he hunts the Keeper of the Light, another Fundamental who dared defy the first covenant and leave the progenitor realm from where they came. Riding upon his horse Armageddon, Chaos Knight travels from plane to plane, eliminating the Light in every world where it is present, until he has gotten rid of every trace of this rogue Fundamental. He now finds himself drawn to the war of the Ancients, in which the Keeper of the Light has become a participant.

Chaos Knight spreads chaos on the battlefield, wielding the power of unpredictability. Chaos Bolt damages and stuns an enemy; the stun duration and damage dealt are proportionally opposed and chosen randomly, meaning that it can deal heavy damage while briefly stunning the target, immobilize them for a long time while dealing minimal damage, or something in between. Reality Rift teleports Chaos Knight, his target, and all of his illusions to each other, while slowing down the target's movement and attack speed. This spell is useful for dragging a foe into range so Chaos Knight and his illusions can wail on them. Chaos Strike grants Chaos Knight a critical attack that steals life whenever it comes off cooldown, with the power of the crit ranging from weak to devastatingly huge. Finally, Phantasm summons Chaos Knights from another reality in the form of powerful illusions, making him a one-man cavalry army.


  • Achilles' Heel: Anyone who can easily kill illusions regularly will reduce Chaos Knight's effectiveness greatly, as his main damage steroids is Phantasm, an illusion ability with a long cooldown. Medusa and Lion, with Aghanim's for the former and certain talents for the latter, are some of the good choices for dealing against CK.
  • Animal Motif: Horses, notably the sound effect for Chaos Strike is a whinnying horse.
  • Anthropomorphic Personification: He is the "sentient expression" of Chaos.
  • Anti Escape Mechanism: With a Manta Style and Phantasm, he can completely surround someone with himself. This is of course, a rather short term proposition since you're surrounded by Chaos Knights beating the hell out of you. And if they somehow do escape, he can pull them back in with Reality Rift, which also slows them to further reduce the probability of escape.
  • Arch-Enemy: The being known only as "The Light". Particularly its embodiment, the Keeper of the Light.
  • Black Knight: He even calls himself a knight in blackest armor.
  • Chaos Is Evil: He's Chaos itself, and it's implied that he brings the apocalypse itself to entire worlds in his hunt for "The Light".
  • Cool Helmet
  • Dark Is Evil
  • Dumb Muscle: Chaos Knight's main weakness is his abysmal starting Intelligence and Intelligence growth, which means that his abilities can very quickly deplete his small mana pool.
  • Dynamic Entry: Reality Rift opens a wormhole which Chaos Knight and his illusions jump through and reduces the armor of the poor schmuck getting caught by it.
  • Elite Army: Phantasm illusions are much more powerful than any other illusions in the game at max level, but it has an obscene 140-second cooldown.
  • Entropy and Chaos Magic: Chaos Bolt launches a bolt of unholy energy which not even Chaos Knight can predict.
  • Evil Counterpart: To Sven. Both are knight heroes with similar kits (a stun, a mobility skill that manipulates armor, a damage-boosting passive ability, and an ultimate that multiplies their damage output), but while Sven is focused on dealing massive damage to multiple enemies by himself, Chaos Knight uses multiple copies of himself to quickly destroy single enemies. Lore-wise, Sven is an honorable warrior, while Chaos Knight is a force of destruction. This was even more evident in the original Defense of the Ancients mod, where Sven was a devotee to a god of Order.
  • Evil Sounds Deep
  • Expy: Some see him as a parallel, and he even makes a few references to the Horsemen of the Apocalypse, considering his ability to summon three copies of himself.
  • Fireball Eyeballs
  • Four-Fingered Hands
  • Glass Cannon: Phantasm illusions do just as much damage as he does when fully leveled, but take twice as much.
  • Hellish Horse: Armageddon, his undead mount.
  • Horsemen of the Apocalypse: His horse's name is Armageddon and he can summon three copies of himself.
  • Horse of a Different Color: He invokes this by referring to some other heroes' mounts as horses in some of his responses.
    Chaos Knight (to Mirana): "That is an ugly horse you ride."
    Chaos Knight (to Batrider): "You taught your horse to fly?"
  • Humanoid Abomination: It's hard to tell with the armor on, but Chaos Knight is composed solely of chaotic energy.
  • Improbable Weapon User: He calls his weapon a "cudgel", though it has one end curved into a hook and Spikes of Villainy on the opposite and perpendicular sides.
  • "Instant Death" Radius: Once his ultimate is up, the range of his Reality Rift basically becomes this, as he can immediately pull you into a beatdown, often one-shotting squishier enemies outright.
  • Irony: Despite being the embodiment of chaos, he hunts down Keeper of the Light for going rogue.
  • Life Drain: Chaos Strike grants Chaos Knight lifesteal when it procs.
  • Lightning Bruiser: Possesses one the highest base movement speed, and his Reality Rift lets him jump right into an enemy. Being a Strength hero, he has a lot of health, and Chaos Strike grants him a boost to his damage and survivability thanks to the critical hit and lifesteal it provides.
  • Luckily, My Shield Will Protect Me: With Spikes of Villainy on the edges and center.
  • Mechanically Unusual Class:
    • Phantasm and Chaos Strike make Chaos Knight a hard carry with late-game scaling rivalling that of Spectre or Anti-Mage, but unlike other hard carries he is a very slow farmer with no creep-clearing ability, and none of the farming items (Hand of Midas, Battle Fury, Maelstrom and Radiance) are good on him. On the other hand, he is actually useful in early fights due to Chaos Bolt and Reality Rift, which means that while a typical hard carry has to spend the early game farming until they get their core items, Chaos Knight can and must stick with his team if he doesn't want to fall off in the late game.
    • With the advent of talent tree and Aghanim's upgrade, CK can be played as a support! His scepter upgrade enables him to cast Phantasm on an allied hero, making illusion-based carries such as Terrorblade pure terror.
  • Monster Knight: Outwardly, he has the horse and armour of a medieval knight, but under that armour he isn't even remotely human.
  • Mounted Combat: The only knight-themed hero (barring Chen) with a mount. He'll even mock the others for not having steeds of their own (barring Dragon Knight).
  • Names To Run Away From Very Fast: Apart from Chaos Knight himself, his horse is named Armageddon.
  • No Name Given: Though he was originally named "Nessaj" in DOTA.
  • Not So Different: Says this word per word in one of his lines against Doom.
  • Pet the Dog: Chaos Knight seems to show a fair bit of concern for his horse. Surprisingly, to Keeper of the Light as well, if they're on the same team.
  • Physical God: As one of the four Fundamentals.
  • Randomized Damage Attack: Chaos Knight's right-click attacks have the highest damage range in the game (30), and Chaos Bolt inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4. Chaos Strike is unique among critical hit abilities in that its damage multiplier varies per hit, ranging from a piddly 120% to a hefty 250% at maximum level.
  • Random Number God: As his name implies, there is a lot of randomness and chaos that comes along with using Chaos Knight. Chaos Bolt deals a random amount of damage and stun, Chaos Strike is a Critical Hit with a random damage bonus, and even his damage spread is the highest in the game!
  • Self-Duplication: Phantasm illusions are actually copies of the Chaos Knight from alternate dimensions.
  • Sentient Cosmic Force: Chaos Knight is the sentient manifestation of chaos.
  • Sinister Scythe: The Bone Splitter cosmetic weapon is a scythe.
  • Surprisingly Sudden Death: Getting caught by Reality Rift while Chaos Knight has Phantasm active effectively means instant death for squishier heroes, and potentially even not-so-squishy heroes if he gets lucky with Chaos Strike.
  • This Looks Like a Job for Aquaman: Similar to Tiny, Chaos Knight has very good synergy with Io, since he benefits very well from the mana provided by Tether (which also synergises with Reality Rift) and the ability to gank globally with Relocate. The trade-off is, Chaos Knight is just inferior to other carries without Io, and in professional games he is almost never picked without an allied Io, and is only banned when the enemy team has already picked Io.
  • Time Abyss: Being a Fundamental, he is literally as old as creation.
  • Vertebrate with Extra Limbs: One of his cosmetic horses, Ataxia, has six legs.
  • Volcanic Veins
  • Worthy Opponent: Considers Dragon Knight one, and unlike the rest of the knight-themed characters, doesn't mock him for not having a mount. He does note his lack of a horse, but it seemed more out of concern than outright malice.
    Chaos Knight (after killing Dragon Knight): "You did need a steed, didn't you?"
  • You Will Not Evade Me: Reality Rift teleports a target and Chaos Knight to each other while slowing them. Worse still, if Chaos Knight has illusions nearby, they will also all teleport and automatically surround and attack the target. With a level 20 talent, he can even pull targets who are spell immune which normally blocks the skill.

    Rattletrap, the Clockwerk 
https://static.tvtropes.org/pmwiki/pub/images/Clockwerk_2349.png
Voiced by: Sam A. Mowry

Rattletrap was once a Keen apprentice clockmaker who aspired to inherit his father's business. Unfortunately, a war broke out in his realm, destroying his village and putting an end to his dreams of a peaceful life. Rattletrap's father, with his dying words, instructed him to become a warrior, and the son obliged by applying his knowledge of clockwork machinery to build a suit of powered armor which would allow him to overcome any future foe he may encounter.

Rattletrap is the one-two killing machine. As both an initiator and a ganker, he can get close and start beating his foes into scrap metal and escape without a dent. Clockwerk's first ability, Battery Assault, causes bits of shrapnel to periodically pop out of Clockwerk's armor, dealing damage and mini-stunning nearby foes to prevent their escape whether by running or using a Town Portal Scroll. This has the potential to be one of the most damaging spells in the game if all of the hits land, which is made easier by Clockwerk's second spell, Power Cogs: it summons 8 cogs around him, trapping nearby foes and pushing away those that get close to the traps, damaging and draining mana in the process. His third ability, Rocket Flare, fires a global-range rocket that damages enemies in the area-of-effect and gives vision of the struck area. With its infinite range it can help finish off weak and fleeing enemies, scout key areas such as Roshan's pit, or find targets for Clockwerk's ultimate ability, which allows him to enter the fray in seconds: Hookshot fires a long-range harpoon at any unit, friend or foe, and pulls Clockwerk straight to them, which is useful for retreating to the safety of an ally, or more commonly for getting close to an unsuspecting foe to beat them down with Clockwerk's other spells. Don't let your guard down when playing against the Clockwerk, or this mechanized warrior will find an opportunity to hook onto you when you least expect it.


  • Adaptation Species Change: In DotA, he was known as "Clockwerk Goblin". He was changed to Keen in Dota 2, making him the same race as Tinker and Sniper, though the armor design still bears a goblin motif.
  • Anti Escape Mechanism: All of Rattletrap's abilities make him extremely hard to escape from once he has you in his sights:
    • Battery Assault, on top of dealing loads of damage over time, will mini-stun the enemy every time it connects, forcing them to stop (and cancelling any channeled abilities). This means that a Clockwerk walking alongside a lone opponent can slow them down drastically, on top of the damage. In 7.07 he gains a level 25 talent to decrease the interval of Battery Assault damage to 0.3 s, preventing even the likes of Anti-Mage from escaping.
    • Power Cogs will lock down anybody within a certain radius of Clockwerk, preventing them from moving outside of an extremely small radius (all while being trapped right next to him).
    • Rocket Flare has global range, allowing smart players to spot out enemies (including invisible ones with the appropriate talent), or even kill weakened opponents with good aim.
    • Hookshot's massive cast range allows Clockwerk to instantly latch on to and fly up to opponents that are even remotely near him.
  • The Artifact: His name, Rattletrap, isn't a Keen name, but comes from the first Defense of the Ancients, where he was a Warcraft goblin.
  • Barrier Warrior: Power Cogs forms a barrier of eight energised cogs around Clockwerk, trapping nearby units and shocking enemies if they approach.
  • Call a Smeerp a "Rabbit": Clockwerk refers to mana as fuel.
  • Clock Punk
  • Clockwork Creature: Downplayed. His suit of armor is incredibly complex, with many whirring gizmos and ticking parts, albeit gasoline-powered, but Clockwerk himself is a completely organic being. Played straight in the first DotA.
  • Cool Helmet
  • Defog of War: His third ability, Rocket Flare, on top of having global range and dealing damage, lights up the area where it explodes for several seconds, and reveals terrain as it flies over, making it useful for scouting out areas on the other side of the map.
  • Difficult, but Awesome: Despite its global range, Rocket Flare travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Clockwerk. Hookshot also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Clockwerk becomes much deadlier. Flares can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply to deny an enemy's Healing Salve or Clarity during early laning), while Hookshot can travel across more than a screen to latch enemy heroes who think they're safe, use Power Cogs to lock them in, and activate Battery Assault to deal damage over time.
  • Dynamic Entry: Because Hookshot has such a massive range (well beyond visual range at all levels), Clockwerk can use it to latch onto enemy heroes who don't even know that he's in the area ("area" being anywhere within two screens). It gets even more absurd if Lifestealer is hitching a ride, since a hero can suddenly get stunned without warning, and find themselves at melee range with a Battery Assaulting Clockwerk and a very angry Lifestealer, all while being Cogged in.
  • Expressive Mask: His helmet has functional eyebrows.
  • Four-Fingered Hands: A trait common to all Keenfolk.
  • Gadgeteer Genius: All of his abilities are based on various gadgets built into his armor.
  • Glacier Waif: As a Keen, he is much smaller than most heroes, but his primary role is a ganker/initiator and his stats and skills make him very tanky in combat.
  • Grappling-Hook Pistol: Rattletrap's ultimate, Hookshot, pulls him towards enemies or allies, damaging and stunning enemies he connects with (as well as anything hostile along the way).
  • Kill Sat: The Paraflare Cannon Immortal item, which fires Rocket Flares if equipped, is described as a satellite drifting in low-Clock orbit.
  • Lead the Target: Rocket Flare will allow players to snipe people from across the map once they get a feel for how much damage it does, and how fast it travels.
  • Lightning Bruiser: On top of having impressive Agility gain and being a Strength hero, he has above-average movement speed, and Hookshot allows him to instantly close the gap between him and his target, making him extremely mobile.
  • Mana Burn: Enemies that touch the Power Cogs barrier are shocked, losing both health and mana.
  • Meaningful Name: "Rattletrap" refers to a shaky, rattling object, which was particularly appropriate for him back in the original Defense of the Ancient days. It still fits the ramshackle appearance of his armor, and containing the word "trap" is a bonus.
  • Odd Name Out: "Rattletrap" isn't exactly a common given name for a Keen. It's a leftover from his DotA character, which was a mechanical goblin.
  • Overclocking Attack: Clockwerk's first ability, Battery Assault, overloads the devices he doesn't need, exploding them into enemies' faces. It's a very situational ability though, since the devices explode against random enemies within range, meaning that it does massive damage when chasing a single fleeing enemy hero but can become utterly useless if your target runs through a creep wave.
  • Powered Armor: Much more low-tech than most examples, but it gets the job done.
  • Pungeon Master: It's probably easier to list his lines that are not puns, Shout Outs, or snarks.
    Clockwerk (grappling Tinker): "Hook, line and Tinker!"
  • Random Number God: Battery Assault's greatest weakness is that it hits random targets nearby. This means that while it is extremely powerful against lone opponents, trying to use it in a crowd will spread the damage and mini-stuns out ineffectually.
  • Science Hero
  • See the Invisible: With a level 25 talent, Rocket Flare can reveal invisible enemies around the point of impact.
  • Shoulder Cannon: Rocket Flare is fired from a device on his left shoulder.
  • Shout-Out:
  • Suicide Attack: Clockwerk is often played as a suicide initiator, using Hookshot to fly straight into the enemy team and Power Cogs to disrupt their positioning and let his allies come in. As a result, he is often focused down and killed quickly, especially in the late game, when he becomes much less durable due to a lack of items since he farms extremely slowly.

    Lucifer, the Doom 
https://static.tvtropes.org/pmwiki/pub/images/Doom_Bringer_3903.png
Voiced by: John Patrick Lowrie

Once an angelic general, Lucifer was found guilty of insubordination and punished for his sin. His wings were burned away, and he fell from the heavens, landing in a crater on earth. Taking the title of "Doom", Lucifer now lashes out his anger upon all who live on earth

Doom is well-known for one thing: his ultimate ''Doom'', which is widely regarded to be the hardest disable in the game. Beyond that, however, he's a versatile Strength hero who only grows more powerful as the game goes on, thanks to the mechanics of his kit. With greed and appetite, Devour has him eat a creep, instantly last-hitting it and giving increased regeneration and the abilities of the devoured creep, which affords Doom considerable versatility in-game. After a delay, the creep is fully digested, granting Doom bonus gold. In case anyone has the brilliant idea of fighting Doom, Scorched Earth brings hellfire to his surroundings, damaging enemies whilst speeding up Doom himself. As the game drags on and enemies gain more HP, Infernal Blade begins to live up to its namesake; as it is autoattack modifier that applies a ministun on hit, then burns the target for a percentage of its max HP. And of course, his ultimate Doom applies a debuff to a target that causes them to take massive Pure damage per second, as well as silencing them for the duration. If Doom has Aghanim's Scepter, then his Doom will also disable passive abilities, as well as freezing the duration as long as Doom himself is in close proximity. Whilst slow, possessing a weak early game due to his long initial cooldowns and abysmal mana pool, left uncontained, Doom will be more than happy to bring his hellfire to the battlefield. And given the chance, he will make the bell of Vashundol toll five new names.


  • Achilles' Heel:
    • The only thing that can stop Doom's ultimate is a Linken's Sphere. While Doom can counter this by using Hurl Boulder (from the digested Mud Golems) on the target beforehand, this can make or break an initiation since the very first spell cast can change the entire dynamic of a teamfight, and giving the enemy that fraction of a second can give them a solid advantage. In addition, Hurl Boulder requires Doom to eat a Mud Golem and prevents him access to other jungle creeps unless he builds an item with a single-target skill in order to break the Spell Block.
    • Lotus Orb, especially in the hands of a fast-fingered player. Since Doom's cast point is so long, if the enemy manages to buff the Lotus Orb on a hero Doom is facing after blinking, Doom might end up getting hit by his own ultimate.
    • Illusion based heroes are also a problem for Doom, but Morphling is his biggest counter. Replicate illusions take normal damage and can easily fool an enemy Doom since he can replicate anybody of his team to bait the ultimate. Not only that, but Morphling players commonly buy Linken's Sphere, making even more difficult to Doom since he has to worry about the Linkens and if the opponent in question is either real or just another Morphling replicate.
  • The All-Solving Hammer: Doom's ultimate is treated as a potential answer to any hero-based problem because it works. It's basically a death sentence for anyone caught unprepared, and timed right, can turn 5v5's into 4v5's.
  • Boring, but Practical: Compared to the much flashier Shadow Demon and Shadow Fiend, Doom doesn't seem all that threatening. But leave him to his own devices and he'll shut you down so hard, you might as well not bother.
  • BFS: Subverted. While his sword is big enough to give him longer range than other melee heroes, Doom is pretty tall himself, and as a result the sword isn't quite oversized.
  • Big Red Devil: Large size, big horns, red skin, bat wings and hooves. Doom definitely fits this trope.
  • Cannibalism Superpower: His first ability, Devour, instantly kills the target creep and gives him bonus gold and whatever abilities it has. It's one of reasons why Doom can be dangerous to leave alone to farm by himself despite the rest of his skill set, since if he can farm an early Hand of Midas, he can get out of control with his XP and gold gain. He can even devours Ancient units!
  • Crack Defeat: Since Doom has an absolutely shitty early-game, most will take advantage of this by stomping him into the dirt, then promptly ignore him for a good 20 minutes or so, until he returns with several major items and proceeds to return the favour. Hard.
  • Cursed with Awesome: His punishment in his backstory is the source of his power.
  • Difficult, but Awesome: Using Devour, as the creep abilities and auras can be extremely useful in the right situations. Devouring certain creeps can give you powerful jungling capability, devouring others can give you clutch abilities to use in teamfights such as purges and disables, and devouring still others can give you massive damage output for yourself and your team.
  • Doomy Dooms of Doom: Taken to its logical extreme with his ultimate, Doom.
  • Dumb Muscle: Doom is tied with Phantom Assassin, Troll Warlord and Lone Druid for having the lowest base Intelligence in the game. His mana pool is a measly 206 points at level 1, which only allows him to cast a few spells before running completely dry.
  • Evil Is Hammy: Is he ever. This is especially prevalent when using his ult or getting kills. Him screaming "YOU'RE DOOMED" at the top of his lungs is damn near impossible to miss, which is good for his team, as it's a sign some poor schmuck just got disabled for 15 seconds.
  • Evil Overlord: Lorewise, he is the most powerful demon of the Doom, Shadow Fiend, and Shadow Demon trio.
  • Evil Sounds Deep: Has easily one of the most impressively deep voices in the game.
  • Fallen Hero
  • Fire and Brimstone Hell: He comes from one.
  • Fixed Damage Attack: Doom does pure damage, and penetrates magic immunity.
  • Flaming Sword: Which he puts to good use with the Infernal Blade ability.
  • Genius Bruiser: Despite being tied for lowest base intelligence, he has the sixth-highest Intelligence growth of all Strength heroes in the game (and ties with or beats all Agility heroes except Sniper). So once he gets a few levels in lane, his mana pool becomes somewhat more manageable.
  • Glowing Eyes of Doom: Literally.
  • Hell-Fire: His second ability, Scorched Earth, surrounds him with an aura of fire which boosts his movement speed and damages nearby enemies.
  • Hell on Earth: Scorched Earth is this on a smaller scale.
  • Herd-Hitting Attack: One of Doom's level 25 talents grants him 100% cleave.
  • Hopeless Boss Fight: Becomes this for solo fights once he gets Aghanim's Scepter. Without it, he's still beatable, but barely. With it, you're taking massive damage every second, none of your abilities or items work, he's faster than you, heals rapidly, and has fifty truck's worth of health to start with. He even looks the part.
  • Horned Humanoid: Two horns, in this case.
  • Hyperactive Metabolism: Eating a creep with Devour grants a large amount of health regeneration while digesting it.
  • Informed Equipment: Doom has extremely low Agility and one of the lowest base armor amounts in the game despite having the most visible armor on his in-game model. On the other hand, he's about as slow as you'd expect a giant demon wearing heavy armor to be.
  • Item Caddy: Like Nature's Prophet and Alchemist, good Doom play revolves around using his abilities to get as much farm as possible, and turn it into powerful game-changing items. Devour lets him farm a Hand of Midas relatively quickly by accelerating his gold gain, and combined the two can let him snowball out of control if left alone.
  • Jack-of-All-Stats: Because of his skill set (particularly his ability to get bonus XP and gold outside of farming, use any creep ability, and guaranteed put any enemy out of a fight for at least 15 seconds), Doom can be reliably put on any position (except hard support). His high base damage allows him to mid fairly decently and use the early levels to Doom enemies extremely early in the game which allow him to snowball, but he can also play as the safe lane hard carry and supplement his gold and XP gain in his team's jungle every time Devour is off cooldown, or get solo experience in the off lane (also supplementing his gold and XP gain in the nearby hard camp with Devour) and have an escape ability in Scorched Earth, or even roam, jungle and support if he consumes a creep with a good disable. Played as a carry Doom can stand in the middle of teamfights and beat the enemy down with his gold advantage, and played as a utility support he can easily farm up the support items his team needs and still turn any fight into a 4v5 with his ultimate.
  • Lightning Bruiser: Scorched Earth provides a movement speed bonus. If combined with a Kobold Foreman's Speed Aura or speed boosting items like Yasha, Doom can move pretty quickly, while his farming capabilities also allow him to buy all the items he needs to give himself extra attack speed.
  • Logical Weakness: One small weakness with Devour is that Doom only gets the gold bonus once he finishes digesting the creep. So, if he's killed while he's chewing it, not only does he lose unreliable gold due to the death, but he also loses the bonus gold from Devour.
  • Magic Knight: Despite being a Strength hero with respectable right-click damage, Doom is held back by his glacial attack speednote . However, he also packs a tremendous amount of magic damage and can also add more spells to his arsenal with Devour. Plus, he has Doom.
  • Magikarp Power: Early on, Doom's barely better than a jungle creep, and often worse, and is only good for getting his face punched in thanks to his literally nonexistant armor. Later on however, Doom is really good at being punched in the face and ignoring it, can shut down any one or two enemy heroes and promptly force them out of the fight, and be carrying enough auras to let regular creeps beat mega creeps.
  • Menacing Stroll: His default gait is a measured, Terminator-esque walk. Due to his size, it still allows him to keep pace with most heroes in the game.
  • Mercy Kill: Doom is one of the very few spells in the game that allows the afflicted hero to be denied by a teammate. In many cases, the only way for a hero to avoid being killed by Doom is to be killed by a teammate instead.
  • Mighty Glacier: Doom's extremely low base Agility and growth and his incredibly slow base attack time mean that unless he stacks loads of attack speed items, he's going to be hitting very slowly. This also means that he has very little base armor and thus, despite his huge Strength growth, he's quite easily brought down without any armor items. But once he has farms enough items with Devour and Hand of Midas, he's nearly impossible to bring down without resorting to magic nukes, which a Black King Bar, Hood of Defiance, Pipe of Insight or Linken's Sphere can easily nullify.
  • Mini Mook: If Doom dies with a Mud Golem (whose passive ability Shard Split causes it to split into 2 smaller Shard Golems when killed) devoured, he will split into two Doom Shards that can wear his cosmetic items, use the Shard Golem's Hurl Boulder ability and last 60 seconds exactly as normal Shard Golems.
  • Money Multiplier: Devour gives Doom bonus unreliable gold with every creep he eats after a short delay.
  • Names to Run Away from Really Fast: "Lucifer" and "Doom". Either one counts.
  • Number of the Beast: Referred several times in his backstory. He even got a major buff in patch 6.66!!
  • Oddly Shaped Sword
  • Onehanded Zweihander: Despite the size of his sword, Doom has no problem wielding or swinging it with one hand alone.
  • Obviously Evil
  • Playing with Fire: Scorched Earth burns the ground around Doom, and Infernal Blade wreath his sword in hellfire.
  • Percent Damage Attack: Infernal Blade burns away a percentage of the victim's health each second for its duration.
  • Power Nullifier:
    • His ultimate, Doom, is a much more potent version of a silence, disabling items on top of the target's ability to cast, all on top of inflicting damage over time, and lasts extremely long (15 seconds) compared to similar hard disables like stuns or hexes.
    • Aghanim's Scepter takes this Up to Eleven. Normally, Doom is not perfectly effective against certain targets who have passive abilities and items that allow them to keep fighting even if they can't cast anything or use their item's active abilities (a Phantom Assassin with levels in Blur can still evade attacks, which can stack with the evasion from Butterfly, and can still inflict crits from Coup de Grace, all on top of still being able to passively lifesteal from their Satanic if they have one). However, if Doom has an Aghanim's Scepter, all options go out the window, since not only can PA not evade right-clicks anymore, right-clicking enemies doesn't work either since she won't be able to crit or lifesteal either. Doom is universally regarded as one of the hardest disables in the game, and it's often joked that it counters every single hero in the game because of this.
    • As if the above were not enough, not only does the damage over time increase when an Aghanim's Scepter is purchased, the timer won't count down as long as Doom is standing nearby. This makes Doom all the more scary since the damage over time is usually already enough to severely weaken most heroes, stopping the clock threatens even the tankiest heroes with death even if they were Doomed at full health. This leaves enemies with either the option of attempting to escape Doom and possibly dying anyway, or a desperate attempt to use their right-clicks to fight back, which rarely works against him if he has enough armor.
  • The Right Hand of Doom: Or more accurately, his left. He gets one with his new Immortal cosmetic Zeal of Omoz Arkosh, it's not as blatantly grotesque as Lion's demonic hand, but still fairly hideous on its own. It even features a gaping mouth on his left forearm.
  • Satan: In line with Whole Plot Reference, Doom's name is Lucifer.
  • See You in Hell: To any heroes he killed:
  • Shout-Out: Aside from being based on the Biblical Lucifer, Doom is a big shout-out to Final Fantasy series.
    • His ability to copy neutral creep abilities by eating them is pretty much lifted directly from Final Fantasy IX's Quina, who in turn is based on the recurring Blue Mage class.
    • Before 6.86 patch he also had the skill LVL? Death, a spell in Final Fantasy series.
    • His ultimate, Doom is coming from Final Fantasy VIII although the mechanics are different.
  • Skull for a Head: Apparently that's how he looks under the helmet.
  • Sophisticated as Hell: Appropriately enough. It's worth noting that a large number of his less sophisticated lines actually use the term "hell".
  • Spell Blade: Infernal Blade allows his attacks to burn away a portion of the target's health every second for a short duration. It also scales with the target's max HP, meaning beefing yourself up will only make it hurt more.
  • Tin Tyrant: In the Low-Violence mode.
  • When All You Have Is a Hammer...: Doom's ultimate is often treated as the solution to any teamfight problem, casting it on the most threatening enemy target (or the one with the most active abilities and teamfight items) to put them out of the fight, regardless of circumstances. Having trouble dealing with a farmed Phantom Assassin? Get an Aghanim's Scepter and Doom her to render her entirely useless. The Omniknight with the Mekansm, Crimson Guard and Pipe of Insight making it extremely hard to kill his teammates? Doom him and he can't use those items or cast his spells, making his teammates much squishier.
  • Whole Plot Reference: Does his Back Story seem familiar? It should.
  • Wings Do Nothing: He has wings in the original DotA. Justified in Dota 2 where it was even described in his Back Story as only smoking stumps remaining.
  • You Are Already Dead: Killed or gotten away from Doom after he hits you with his titular spell? Check your health bar. Doom still does several hundred more damage if he has Aghanim's Scepter.
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    Davion, the Dragon Knight 
https://static.tvtropes.org/pmwiki/pub/images/Dragon_Knight_1728.png
Voiced by: Tony Todd

Sir Davion was once a dragon hunter who spent years tracking down a notorious target known as Slyrak. By the time he had found his quarry, Slyrak had fallen prey to the ravages of age and disease, and Davion chose to let the now harmless dragon die in peace. As he prepared to leave, Davion heard the dragon beg for an honorable death. As he stabbed Slyrak with his blade, the dragon pierced him with its claws, and their blood mixed together. Slyrak transferred its strength to Davion through its blood, turning him into the Dragon Knight and allowing him to call upon Slyrak's power whenever he wished.

Dragon Knight's durability and strength is rivalled only by a handful of other heroes, and few of them can outfight a well-played Davion on the offensive. Unlike other melee carries who are vulnerable in the early game, Dragon Knight can mitigate this weakness with his passive skill Dragon Blood, giving him a permanent armor boost as well as buff to his natural health regeneration, meaning that he can farm with impunity for much of the early game. His two main damaging spells Breathe Fire and Dragon Tail . Breathe Fire deals magic damage in a line, and Dragon Tail causes Dragon Knight's next attack to stun a single target in melee range. Dragon Knight's real offensive power lies with his ultimate, Elder Dragon Form. Activating this spell temporarily turns the knight into a powerful dragon for sixty seconds, temporarily boosting damage and turning his all of his attacks and Dragon Tail into ranged damage and giving his attacks a temporary attack modifier which transitions from early game pushing power to late game teamfight dominance as he levels the ability, giving Dragon Knight ample time to tear his enemies apart. As the spell levels up, Dragon Knight will alter his Dragon Form into one of three variants, each getting more powerful and adding more debuffs as he levels it up. The first is a green dragon with Corrosive Breath, which causes poison damage over time. His second form is a red dragon with a splash attack that deals damage to everyone around him, and keeps Corrosive Breath in this form as well. His third form, a blue dragon, keeps his splash attack and poison damage and adds a slow effect that hits all enemies in the splash radius. Aghanim's Scepter allows him to access a fourth form, a black dragon with greater poison, splash, and slow powers, as well as increased range and great magic resistance.


  • Achilles' Heel: Dragon Knight is very dependent on Elder Dragon Form to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective.
  • Ambiguously Brown: Not very easy to see under his helmet, nor most of his earlier cosmetics, but it's more notable with his later sets which have more open-faced helmets.
  • Anti-Magic: His black dragon form gains a large bonus to magic resistance.
  • Badass Baritone
  • Badass Beard: Not quite visible in the image, but more obvious in-game.
  • Boring, but Practical: Besides Elder Dragon Form none of his abilities are very flashy, two simple straightforward targetted spells and a defense boost, yet they're highly effective, and can even see him through mid-lane against the usually ranged opposition with far more fancier spells to boot.
  • Blood Magic: Slyrak transfered his powers, and possibly even his mind into Davion via mixing their blood.
  • Breath Weapon: He can use Breathe Fire to breathe cones of fire to burn his enemies. In dragon form, this replaces his normal attack.
  • By the Lights of Their Eyes: His eyes appear to glow from under his helmet.
  • Cast from Hit Points: While he has no abilities that do this naturally, Dragon Knight's high regeneration leads to picking up items that let him do this, such as a Soul Ring to dominate lanes and being one of the few heroes who can justify using Armlet of Mordiggian without any form of Lifesteal.
  • Cool Helmet
  • Cool Sword: With many variatons from cosmetic items.
  • Disc-One Nuke: Dragon Tail while being absolutely worthless as a nuke, is incredibly powerful a stun, with a full 2.5 second duration from level one. Comboing Dragon Tail with a more easily-landed stun such as Telekinesis or Wraithfire Blast can earn a first blood.
  • Dragon Knight: Natch.
  • Enemy Mine: Davion seems to have this going on with Jakiro, as even if Jakiro is a dragon, they don't seem to like each other much. They don't have any ally lines either. Although Jakiro seems to act shocked whenever Davion kills him.
  • Eyeless Face: With the Kindred of the Iron Dragon cosmetic item, the model of Elder Dragon Form is turned into an eyeless, armoured iron dragon.
  • Fusion Dance: Between Davion and Slyrak.
  • Gameplay and Story Segregation: No matter what element his dragon from's normal Breath Weapon takes, he always uses fire breath with Breathe Fire.
  • Glowing Eyes of Doom: Must be a side effect of the dragon blood.
  • Gradual Grinder: An area slow, high armor, high regeneration, high health, a damage-reducing debuff and a very effective stun let him grind away at enemies, but he lacks straight damage boosts, with his only real "steroid" being a pitiful 20/s damage over time.
  • Healing Factor: Dragon Blood gives Dragon Knight a significant boost to his health regeneration.
  • Herd-Hitting Attack: When Elder Dragon Form reaches level 2, Davion's attacks in dragon form will deal splash damage in a small radius(a little more than twice melee range).
  • He Who Fights Monsters: He seems quite protective of dragons for a dragon hunter, probably absorbing a part of Slyrak's personality.
  • An Ice Person: When Elder Dragon Form is maxed, the level 3 Blue Dragon's attacks also slow enemies' move and attack speed.
  • I Have Many Names: In the original DotA, his name was changed from Davion to Arc Honist whenever he transformed into a dragon.
  • Little Useless Gun: His sword is practically the sword equivalent, being a short, one-handed sword of reasonable proportions as opposed to other Strength heroes using much larger and bulkier weapons, which could be the reason for his pitiful base damage.
  • Luckily, My Shield Will Protect Me: He's one of the game's few heroes with a shield and one of, if not the toughest.
  • Mighty Glacier: Dragon Knight is incredibly durable with natural stat growth and Dragon Blood, and can deal quite a punch in teamfights thanks to Elder Dragon Form's splash damage. However, he has one of the worst movement speeds in the game, which is only somewhat alleviated by Elder Dragon Form. Of course, he also has plenty of ways to make the other guy slower than him to compensate.
  • Monster Knight
  • Named Weapons: His default weapon is named Wyrmblade.
  • Our Dragons Are Different
  • Playing with Fire: Davion can breathe cones of fire with his first ability Breathe Fire.
  • Poisonous Person: In Elder Dragon Form, Dragon Knight's right-click attacks deal additional damage over time.
  • Power Echoes: His voice gains an echo while in Elder Dragon Form.
  • Power Gives You Wings: With the Kindred of the Iron Dragon cosmetic item, Davion briefly gains a pair of transparent red wings when using Dragon Tail.
  • Power Limiter: Breathe Fire reduces the base damage of its targets, making it difficult for Dragon Knight's lane opponent to last hit and supplementing his tremendous physical damage resistance.
  • Power Makes Your Voice Deep: Dragon Knight's voice in his Elder Dragon Form is deeper and has more echo than his original voice.
  • The Power of Blood: Used by Slyrak to give his power to Davion.
  • Shield Bash: Dragon Tail when used in his human form.
  • Simple, yet Awesome: Dragon Knight is a very simple strength carry, who nonetheless is potent throughout most stages of the game. Valve themselves picked up on this, and Dragon Knight is used in the tutorial system to introduce players to Dota.
  • Stone Wall: In human form, he lacks any actual damage-increasing skills, but pulling him down before he does so to you is nevertheless very difficult. His level 20 talent can double the effect of Dragon Blood however, making him super tanky.
  • Super Mode: Elder Dragon Form turns him to a dragon with higher movespeed, ranged attack and stun, and a free orb effect.
  • Super Toughness: He has great base armor, and Dragon Blood gives him absurd amounts of armor and HP regen, before he even starts getting items. It's not uncommon to have over 70% resistance to physical damage, making him nigh-invincible in direct combat.
  • Tail Slap: When Elder Dragon Form is active, Dragon Tail becomes this trope.
  • Voluntary Shapeshifting: Into elder dragon Slyrak.
  • Why Won't You Die?: All but the most deadly physical damage dealers find dealing with him a chore, as he has a long-duration stun, ranged slow, base damage reduction on his nuke, and can easily have 75% physical damage resistance with the right items. And then he gets evasion, a Black King Bar, and takes the double ''Dragon Blood' bonus talent...

    Kaolin, the Earth Spirit 
https://static.tvtropes.org/pmwiki/pub/images/earth_spirit_2079.png
Voiced by: Nolan North

Once a great general, the late Kaolin was immortalized in the form of jade statues of himself leading an army. These sculpture were left buried for thousands of years. What no one knew was that the mineral from which the stone army was carved contained the spirit of the Earth. Over the millennia, the Earth Spirit who inhabited the statue of Kaolin gathered its strength from the earth, until it was able to dig its way to freedom. Kaolin now fights as a benevolent embodiment of the Earth itself.

Earth Spirit is a support hero with a wide array of disables in all of his basic abilities. Unlike most heroes, his abilities revolve around an innate ability, Stone Remnant, which allows him to place statues that can be used to augment his abilities. Using his abilities in tandem with these remnants, Earth Spirit can slow enemies with Boulder Smash, stun them and initiate with Rolling Boulder, and silence them with Geomagnetic Grip. His ultimate, Magnetize, inflicts nearby enemies with a damage over time debuff, and allows him to spread the slow and silence from his abilities to other nearby enemies while refreshing the debuff duration by using his Stone Remnants, stopping entire groups of enemies in their tracks. With good timing and skill he can initiate fights from a distance, and given the right circumstances can deal a surprising amount of damage to both single and multiple targets, all the while disrupting enemy positioning allowing for easy kills.


  • Adaptation Species Change: In the original DotA Kaolin was a Pandaren, but this had to be changed for Dota 2 as Pandaren are owned by Blizzard.
  • Anti Escape Mechanism: Earth Spirit is one of only two heroes in the game with both a stun and a silence (Puck being the other), and can cast both in an AoE. Toss in Boulder Smash's slow with the Stone Remnant, and he has a huge amount of disable potential, to say nothing of being able to apply the slow and silence to possibly the whole enemy team. Rolling Boulder can be used to catch up to fleeing enemies easily (and stun them down with a Stone Remnant). And because it places Earth Spirit on the other side of the target, it can then be followed up with Boulder Smash to force them back in the direction they were fleeing, most often where your other teammates are.
  • Ascended Meme: One of Earth Spirit's responses when meeting an allied Spirit Breaker is this:
  • As the Good Book Says...: Upon death, he can sometimes say "The spirit is willing, but the flesh is weak."
  • Black Mage: Earth Spirit's Intelligence growth is the third-highest amongst Strength heroes and fourth-highest amongst non-Intelligence heroes (only beaten by Bristleback, Sniper and Undying). Despite being a Strength hero, he is rather fragile and weak in direct combat, but all four of his skills can be a thorn in the opponent's side if used properly.
  • Body Horror: The ability lore for Magnetize has some pretty frightening implications.
    At the Earth Spirit’s call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.
  • Difficult, but Awesome: All of his skills require management of your stone supply (it takes three minutes to build up a full 6-stone supply from scratch), very precise and careful positioning, lining up the shots, and chaining your combos. In particular, Boulder Smash requires exquisite aiming since, if you stand just a few pixels in a different angle away from a non-Remnant target move your mouse cursor even a few pixels off-course when kicking a Remnant, you can end up hitting the target in a completely different direction. In addition, initiating with Rolling Boulder can be extremely punishing since it will only stop when colliding with a hero, meaning that missing can send you way beyond your target and potentially feed the enemy a kill. However, masterful Earth Spirits can stun from long range, snipe escaping enemy heroes and give teammates additional initiation power using Boulder Smash; initiate or escape up or down cliffs and stop fleeing enemy heroes in their tracks with Rolling Boulder; save allies from pursuing enemies or silence an entire enemy team with Geomagnetic Grip; and unleash an astonishing amount of magical damage, debuffs and disables on the whole enemy team using all of the above combined with Magnetize. His pub winrate is consistently extremely low (as people with no idea of how he works try him and fail repeatedly), but he is a very effective hero to boost MMR for people who can play him, and he has remained a consistently solid pro pick since his introduction into Captains Mode despite a memetic status as a hero that only gets repeatedly nerfed and never buffed.
  • Dishing Out Dirt: He can summon stone sculptures from the earth and manipulate them.
  • Dynamic Entry: Rolling Boulder combined with a Stone Remnant lets him charge onto an enemy, damaging and stunning them on impact. It's the third longest ranged non-ulti initiating ability in the game (beat out by Spirit Breaker's Charge of Darkness and Puck's Illusory Orb). Boulder Smash can be used on allies for the same purpose.
  • Face of a Thug: Looks rather mean, but is actually a nice guy.
  • Fantasy Counterpart Culture: His backstory is strongly based on the famous Terracotta Army of Ancient China.
  • Fastball Special: Cast on an ally, Boulder Smash can be used for initiation purposes (800 range is farther than a Force Staff can push). Cast on Stone Remnants, it can be used to snipe (as they get more than double the range) and stun enemies.
  • Genius Bruiser: While his base Intelligence is rather mediocre, Kaolin ties with Timbersaw for having the third-highest Intelligence growth of all Strength heroes (beat out by Bristleback and Undying), and also beats all Agility heroes in this category save Sniper. Combined with the comparatively low mana cost of his spells and the low cooldown on all but his ulti, late game he can cast his spells as often as needed so long as he has the Stone Remnants to back it up.
  • Glowing Eyes
  • Gradual Grinder: His ultimate, Magnetize, deals heavy damage over time for 6 seconds, and its duration is refreshed each time an enemy comes in proximity of a Stone Remnant (on top of applying the debuff to other nearby enemies at the same time), allowing for over 30 seconds of continuous magical damage.
  • Grievous Harm with a Body: Boulder Smash will damage all enemies that the smashed unit passes through, whether the smashed unit is friendly or enemy. Geomagnetic Grip can only be used on Stone Remnants and allies, but can be combined with Boulder Smash using a single Stone Remnant or friendly unit.
  • Heroic Sacrifice: One under-appreciated aspect of Boulder Smash is that it can be used to save allies in situations where you and a teammate are being chased down by the enemy team. Since it can be used to push the target in a certain direction, you can cast it to knock an ally up/down a cliff or further towards safety, giving yourself the enemy's undivided attention. Luckily, Earth Spirit also has Rolling Boulder to move himself as well.
  • Herd-Hitting Attack: Both Boulder Smash and Geomagnetic Grip can be used to slow and silence enemies in a very large area of effect (Geomagnetic Grip is the longest ranged non-ultimate silence), meaning that with good aim and crafty positioning it is possible to apply the stun or silence to most of the enemy team. Additionally, since Magnetize allows Kaolin to place the slow and silence debuffs from his abilities on all Magnetized heroes, you can slow and silence the entire enemy team. Oh, Crap! indeed.
  • Improvised Weapon:
    • The Stone Remnants are only consumed when used for Rolling Boulder and Magnetize, and in the latter case stays on the field for 5 seconds after applying the Magnetize debuff on nearby enemies. This means that a Stone Remnant that you used for a spell up to two minutes earlier will stay on the field, allowing crafty Earth Spirits to use them multiple times and in multiple teamfights long after the enemy has forgotten about them.
    • Boulder Smash can be cast on both enemies and allies, and Geomagnetic Grip can be cast on allies (including creeps). This means that not only can you improvise using leftover Stone Remnants, you can use nearby creeps to lay extra damage down with Boulder Smash.
  • Kung-Fu Wizard: Though he's a melee Strength hero, Earth Spirit's right-click attacks are weak and he relies mostly on his spells in a fight.
  • Limited Loadout: The most unique aspect of Earth Spirit gameplay is that you have to be extremely careful with your Stone Remnant supply, as opposed to your mana pool, because using too many of them in small skirmishes and ganks can render you useless in a major teamfight. This means that you may be forced to let a fleeing enemy escape just to conserve a Stone Remnant, since you'll need that Stone Remnant to pull off your full combo on the enemy team later. Much of the value in his Aghanim's upgrade isn't that you're moving your allies or enemies around, but simply because it's another remnant on its own separate cooldown.
  • Living Statue: A Celestial possessing a statue.
  • Non Standard Skill Learning: Earth Spirit is one of the only heroes in the game that has an "innate" skill; Stone Remnant becomes available at the start of the game along with one other (normal) skill but can't be levelled further. Stone Remnant is useless by itself and must be used in tandem with his other skills to form strong combos. He also has a sixth skill, Enchant Remnant, unlocked by purchasing Aghanim's Scepter.
  • Obvious Rule Patch: When Earth Spirit was first introduced, Boulder Smash applied a silence while Geomagnetic Grip inflicted a stun. This also made Earth Spirit an unholy terror in the early game starting from level 3, as he could stun an enemy with Geomagnetic Grip to set up a Rolling Boulder before kicking the enemy into the tower with Boulder Smash for near guaranteed kills on any enemy hero who happens to be even remotely out of position in lane. One patch later, the properties of Boulder Smash and Geomagnetic Grip were swapped, meaning that leading with Geomagnetic Grip no longer guarantees a Rolling Boulder hit, forcing Earth Spirit to use Boulder Smash as his setup skill.
  • Power Trio: He forms one with Storm Spirit and Ember Spirit.
  • Punched Across the Room: Boulder Smash can be targeted on any kind of unit, enemies and allies and creeps and heroes alike, as well as on Stone Remnants. It can be used on enemies to either force them away (useful in the case of a melee carry) or to push them towards your teammates to beat down on.
  • Rock Monster: He's a spirit that inhabits a stone statue.
  • Rolling Attack: Rolling Boulder turns Kaolin into a boulder that picks up speed and distance if he hits a Stone Remnant along the way. It stops only when it reaches its full distance or it connects with an enemy hero, stunning the enemy if a Stone Remnant is used. What's more, it stops Kaolin on the opposite side of the impact, meaning that you're in a prime position to use Boulder Smash to punch the enemy hero back the way you came from.
  • Selective Magnetism: He can magnetize enemies to the ground or pull rocks and allies toward him.
  • Some Dexterity Required: Earth Spirit is a high APM hero, as his skills are very low cooldown and you may need to summon multiple Stone Remnants in the midst of a teamfight to keep your combo going (all while casting your spells), to say nothing of re-using old Stone Remnants and factoring in item abilities.
  • Synchronization: Magnetize passes on slows and silences from Rolling Boulder and Geomagnetic Grip, respectively, to all Magnetized heroes when one is affected by it. With maximum level Rolling Boulder and enough Stone Remnants, it's possible to apply an 80% movement speed slow on the entire enemy team half the time, even though Rolling Boulder can only hit one target at a time.
  • Taken for Granite: Enchant Remnant, an extra ability that is granted when Earth Spirit purchases Aghanim's Scepter, temporarily turns a target hero into a Stone Remnant (making them invulnerable in the process) that can be used to fuel his other abilities. What's so notable about it is that it can be cast on enemy heroes as well as allies, which can allow Earth Spirit not only to stop an enemy hero in their tracks, but also to reposition them like a Stone Remnant and effectively remove them from a teamfight or greatly displace them in a gank.
  • Telephone Polearm: His weapon is a rock pole twice his height with a flexible midsection, allowing the use as giant nunchucks.
  • Too Awesome to Use: Stone Remnants can be this, since you might use them all only to need them later.
  • You Will Not Evade Me: Geomagnetic Grip can be used to pull an enemy hero towards Earth Spirit in conjunction with Enchant Remnant and Aether Lens (without the latter the range of Enchant Remnant is a pitiful 125).

    Raigor Stonehoof, the Earthshaker 
https://static.tvtropes.org/pmwiki/pub/images/earthshaker_3029.png
Voiced by: John Patrick Lowrie

Deep underground, an immortal spirit of the earth named Raigor Stonehoof slumbered. Although he was asleep, Raigor could still sense the living beings who walked the surface, and desired to learn more about them. A series of powerful earthquakes finally woke him up from his sleep, and he gave himself a beast-like body with which to explore the surface world. Storing his immortal essence in a magical totem, the now-mortal Earthshaker sets out to experience life on Earth.

Earthshaker is a melee support and initiator hero who flattens his foes with an arsenal of ground-themed nukes and spells. Excelling at area-of-effect damage, his spells suffer from long casting animations but more than make up for it with their raw damage potential and the potential to stun any foe unlucky enough to be on the receiving end of his power. His first spell,Fissure, sends out a line of earth in a huge radius and stuns anyone who is caught in the blast, and can block off escape routes and knock dangerous foes out of a team fight. His second spell, Enchant Totem, will temporarily boost his auto attack damage to finish off any survivors. Aftershock gives all of his abilities bonus damage and very small -ranged area-of-effect stuns - which synchronizes well with Enchant Totem - and his ultimate, Echo Slam, has Earthshaker instantly slam his totem down on the ground, sending out a massive shockwave that deals damage to all enemies caught in its radius based on how many enemies were hit, with non-illusion heroes counting twice. No matter how overwhelming the odds might seem, a good Earthshaker can quickly level any playing field and leave his opponents eating dirt.

In Artifact, Earthshaker is a blue hero with the Active Ability Fissure, which stuns his neighbors for one round, and the signature card Echo Slam, a spell which hits all enemies and deals damage equal to the number of targets.


  • Adaptation Species Change: He was a Tauren in the first DotA; this was changed into a more ambiguous gorilla-bull hybrid for the sequel for copyright reasons.
  • Ascended Meme: Raigor's ultimate is often called "dunk" by players or caster, or even himself... come 6.87, he can literally slam dunk opponents with his Aghanim's Scepter upgrade.
    CHAOS DUNK!!
  • Badass Baritone: He is quite the ear-shaker.
  • Badass Beard: The Planetfall Arcana item comes with a truly magnificent beard.
  • Barrier Warrior: Fissure can not only stun but also temporarily create an impassible crevasse. Knowing how to use it to trap enemies is vital to mastering Earthshaker.
  • Black Mage: Although he's a Strength hero and has good durability, his base auto-attacks are fairly weak and he relies heavily on his spells to support his team (unless the player is going for the extremely situational "brawler" Earthshaker).
  • Calling Your Attacks:
    Earthshaker (using Fissure): Fissure!
    Earthshaker (using Enchant Totem): Enchant!
    Earthshaker (landing a 2/3-man Echo Slam): Echo Slam!
  • Carry a Big Stick: His totem.
  • Charged Attack: Enchant Totem gives him a massive damage boost for one attack, and with Aftershock can damage and stun every enemy in a small radius. It's one of the few damage amplifiers that stack with critical hits.
  • Conservation of Ninjutsu: Invoked on the enemy by Echo Slam. Against a lone hero it's pretty much an instant stun with hideously long cooldown; against a full team with creeps and summons thrown in, a Total Party Kill.
  • Difficult, but Awesome: Earthshaker's bread and butter skill, Fissure. Bad Earthshaker players are prone to use this skill to block teammates, isolating them from the team and netting the enemies an easy kill or leave enemy heroes on the wrong side of the crevasse, allowing them to escape with an easy walk. However, good Fissure usage can provide great utility, able to block a lane in a gank, stop chasing/escaping enemies, snipe enemy heroes with its extreme range, isolate them from their teammates or otherwise trap them in unpleasant positions.
  • Disc-One Nuke: One should never underestimate the power of Fissure at level 1 - the 8-second barrier is probably among the most devastating effects for the heroes with no innate mobility. Unless able to bypass Fissure with skills like Batrider's Firefly or Timbersaw's Timber Chain, offlaners have to play extremely carefully against an enemy Earthshaker, because they're dead if he lands a good Fissure. It remains extremely useful across the whole game, and is the reason why Earthshaker can get away with being a hard support and getting a late Blink Dagger, unlike similar initiators like Sand King or Tidehunter.
  • Dishing Out Dirt: Well, Raigor is made out of dirt.
  • Dynamic Entry: When he uses Enchant Totem with Aghanim's Scepter, Earthshaker can jump to any spot inside a 900 AoE around him, giving him a built-in blink on a 5 second cooldown and making him almost as mobile as Anti-Mage.
  • Earthquakes Cause Fissures
  • Earthquake Machine: His totem is a supernatural variant.
  • Epic Fail: He has special responses for landing a zero-man Echo Slam.
    Earthshaker: Echo... Slam?
  • A Form You Are Comfortable With
  • Glass Cannon: Despite being a Strength hero, Earthshaker is relatively fragile due to his low armour, mediocre Strength and his item build which consists of no durability items whatsoever, instead focusing on supporting and positioning to maximise the disruption from Fissure and the massive damage potential from Echo Slam. Proper usage of his abilities can cause the most burst damage in a few moments any hero is capable of in the entire game.
  • Ground-Shattering Landing: The animation for his ultimate, Echo Slam. Taken up a notch with Aghanim's upgraded Enchant Totem, which has Earthshaker launching himself into the air and landing totem-first. Especially if it's then followed up by the aforementioned Echo Slam.
  • Herd-Hitting Attack: Echo Slam deals bonus damage per every enemy unit within range without an upper limit, so hitting a lot of enemies is a requirement for it. This extends to its appearance in Artifact, where it hits all enemies and inflicts damage equal to the number of targets.
  • Horned Humanoid: With the Stoneforged Horns cosmetic head item. Unlike Earthshaker's other head items, this one is not a hat, but actual horns.
    After realising the dangers of the living world, Raigor shaped himself towards a more aggressive form that would help him face the challenges that were to come.
  • In a Single Bound: Aghanim's Scepter allows him to pull off some truly impressive leaps.
  • Interface Screw: Fissure and Echo Slam shake the entire screen when cast.
  • Involuntary Group Split: Fissure can block off enemies from their allies, leaving them at the mercy of your team. Of course, it's also easy to rush this and cause more harm than good - you can easily block off your team mates, save enemy heroes or condemn your own.
  • Luke Nounverber: Raigor Stonehoof is a case of 'Luke Noun-noun', a variant of this trope.
  • Magma Man: With the Bindings of Deep Magma cosmetic item, all of Raigor's abilities become magma instead of earth.
  • Nature Spirit: Raigor is a spirit of the earth that takes the form that we see in the game.
  • Obvious Rule Patch: Prior to 6.81, Fissure will cause creeps to walk around them. This can be easily exploited by many players who laned him in the offlane in order to easily pull the creeps into the Ancient jungle thus causing many safelane carries to be starved of their farm when they lose a creep wave. 6.81 patched this exploit by having the creeps simply wait for the Fissure to disappear, thus limiting the players to merely using Fissure for pulling the wave closer to their tower.
  • One-Hit Kill: With Enchant Totem and Daedalus, his attack damage can be increased 12 times, and overlapping cooldown of the spell lets you immediately land another hit on the stunned target. This is enough to burst down not only supports, but carries as well. That is why the Critshaker build can be situationally very effective and fun to play.
  • Power Makes Your Voice Deep
  • Primal Stance: Despite having arms, Earthshaker stands on all fours.
  • Shockwave Stomp: With Aftershock, each of his abilities triggers an extra shockwave that stun enemies around him.
  • Spam Attack: Enchant Totem, a cheap spell used mostly to trigger Aftershock.
  • Telephone Polearm: Wields a totem as a weapon.
  • Top-Heavy Guy: To the point that he has to support himself with his hands when walking.

    Elder Titan, the Worldsmith 
https://static.tvtropes.org/pmwiki/pub/images/ElderTitan_1039.png
Voiced by: Jim French

At our universe's beginnings, the Titans were there to take upon the task of forging the world. Although they are powerful enough to shape the world itself, they are not infallible: one Titan, who called himself the Elder Titan, made a mistake and fell to the Earth as a result. The Elder Titan now eternally seeks a way to fix the damage he has done.

The Elder Titan is an initiator and nuker known for being able to inflict powerful damage and disables from a distance, unlike most other AoE initiators who require a Blink Dagger to get in range to cast their spells. This is thanks to his Astral Spirit, a spell which sends forth the spiritual essence of the Elder Titan to damage any foe who goes near it. The spirit can be moved around, and returns to the Elder Titan when recalled or after a certain period of time has passed; upon returning, it grants temporary bonus damage and armor for each unit that was damaged by the spirit. The spirit also inherits two of the Elder Titan's skills. Echo Stomp creates a shockwave after a brief channelling time, damaging all foes in a circular area and putting them to sleep, which disables them until they take damage. If the Astral Spirit is out when casting this spell, it will also use it, allowing Elder Titan to disable foes in two places at once or from a distance. Natural Order is a powerful passive aura which reduces the armor and magic resistance of nearby foes. When casting Astral Spirit, the magic resistance debuff is passed onto the spirit while the Titan keeps the armor debuff. At max level, it completely nullifies the base armor and resistance of nearby foes, greatly increasing the damage they take. Elder Titan's ultimate ability is Earth Splitter, a powerful spell which requires set-up to use properly: this ability causes a fissure to slowly form along the ground over a long distance; once it reaches a certain length it explodes and deals damage to enemies based on their maximum health. Due to its slow start, the enemies must be disabled beforehand as they could easily get out of its area before it takes effect, but Elder Titan can do this himself by using Echo Stomp and Astral Spirit to keep them in place. These spells make Elder Titan a great asset in teamfights.


  • Adaptation Species Change: He was a Tauren in the first DotA, though for the sequel he was changed to an original design for copyright reasons.
  • Anti-Magic: With Aghanim's Scepter, Elder Titan gains spell immunity while channeling Echo Stomp, plus two more seconds for each enemy hit.
  • The Atoner
  • Bonus Boss: Before being added in DotA version 6.60, Tauren Chieftain (the former name of Elder Titan) was a secret bonus boss in 6.59b.
  • Boring, but Practical: Despite having some flashy skills such as Echo Stomp and Earth Splitter, high-level players will tell you that his best skill is Natural Order, a passive aura which reduces armor and magic resistance. It can seriously increase how much damage enemies take: at max level, it completely removes all of the nearby enemies' defenses.
  • Catching Some Z's: Around enemies put to sleep by Echo Stomp.
  • Charged Attack: Echo Stomp must be channeled for 1.4 seconds before it's released.
  • Damage-Increasing Debuff: Elder Titan's third ability and passive, Natural Order, reduces the base armor and any armor gained through Agility of any nearby enemy to zero, on top of effectively nullifying their base magic resistance. This makes him an extremely powerful counter against Agility carries, who tend to rely on their Agility-boosted armor to reduce incoming physical damage, tend not to have the largest health pools due to not being Strength heroes, and are generally already weak against magic nukes anyways.
  • Defog of War: As the Astral Spirit can move through all terrain, it can be used as a scouting mechanism to give vision over anywhere it walks. This makes it crucial for scouting the high ground around the enemy base's tier 3 towers for enemy positioning (as well as gathering bonus damage and movement speed for Elder Titan for any enemies it hits).
  • Difficult, but Awesome: Many of Elder Titan's spells take skill, timing and micromanagement to use, but utilized properly he can inflict heavy amounts of damage to the enemy team.
    • Echo Stomp channels for 1.4 seconds before it lands the sleep, meaning that alert enemies will often be able to easily dodge it, and it can be easily interrupted by player damage, foiling good initiations. However, it has a fairly wide area of effect, so good positioning of the Astral Spirit (such as in an area that the enemy must walk through in order to escape) will knock the enemy out for up to 5 seconds, on the same tier as Mirana's Sacred Arrow.
    • Astral Spirit lasts for a fairly short duration, and only moves as fast as Elder Titan himself, meaning that unless he builds movement speed items it has a hard time catching foes. However, it can move over impassable terrain, so good players can sneak it through woods to behind the enemy, and then recall it into them to cast Echo Stomp. Additionally, savvy players can pass the spirit through jungle camps, not just creep waves, and align themselves so that on its return it passes through even more targets, meaning that smart Elder Titan players can snag upwards of 150+ bonus damage with good planning.
    • It takes practice to get used to hitting with Earth Splitter - the 3.14 second delay is usually enough time for enemies to avoid it if they are not slowed or disabled. However, it is a very powerful scaling nuke that remains extremely useful throughout the entire game, and can be combined with Echo Stomp to catch multiple enemy heroes in its wake.
  • Dishing Out Dirt: Earth Splitter.
  • Drop the Hammer
  • Earthquakes Cause Fissures: His ultimate, Earth Splitter, creates a fissure that expands very slowly, but upon completing its travel length will severely damage any enemies that happen to be in the area, on top of lining them up with the fissure and slowing them down, making them easy targets for finishing off with AoE spells.
  • Everyone Calls Him "Barkeep": He is only known as the Elder Titan.
  • Fixed Damage Attack: Earth Splitter deals damage equal to 35% of the targets' max HP (17.5% Physical, 17.5% Magical).
  • Forced Sleep: Foes hit by Echo Stomp are put to sleep, which lasts much longer than conventional disables do but can be woken up by player damage.
  • Herd-Hitting Attack: All of Elder Titan's skills deal damage over large areas and make him a very powerful hero in teamfights. Should the enemy team ever bunch up, they stand the danger of all getting hit by the Astral Spirit (giving Elder Titan a massive amount of bonus damage and movement speed when it returns), getting knocked out by Echo Stomp, and then losing over a third of their maximum HP as Earth Splitter implodes on them due to Elder Titan reducing their defenses with his Natural Order aura, all the while he's ready to start chasing and right-clicking them down the moment the crack implodes (along with his teammates).
  • Horned Humanoid
  • Jack-of-All-Stats: Since Elder Titan is fairly level- and farm-independent (often all he needs is level 11, some mana and a mobility item), and has a good laning stage, he can be played in almost all positions from the solo off-laner to mid to safe lane support - hard carrying being the only role he can't fulfill.
  • Lead the Target: Both Echo Stomp and Earth Splitter have fairly long delays and can be easily avoided, but if pulled off correctly they might sleep enemies for 5 seconds and cut down their HP by 35% respectively.
  • Lightning Bruiser: Astral Spirit gives Elder Titan bonus damage and movement speed for each enemy it passes through. In the case of enemy heroes, it gives him +5% movement speed and +40 damage per hero, so catching four heroes with the projection (to say nothing of any creeps that happen to be standing around) will give him a minimum of +20% movement speed and +160 attack damage, which, combined with his Natural Order aura, means that he'll be hitting almost as hard as if he were carrying a Divine Rapier.
  • A Load of Bull
  • Loincloth
  • Long-Range Fighter: Despite being a melee hero, Elder Titan can contribute quite well to a fight without having to get close, as Astral Spirit allows him to afflict enemies with Natural Order and cast Echo Stomp from afar while Earth Splitter has a very long cast range.
  • Magic Knight: Because he can augment his physical damage by using Astral Spirit and negate his foes' armor with Natural Order, an Elder Titan with large amounts of attack speed can beat down enemy heroes alarmingly quickly if he catches enough of them with his spirit. His array of disables and nukes also allows him to set up kills on the entire enemy team when not built in a right-clicking role.
  • Mirror Routine: Long before the Astral Spirit became a controllable second unit, the DotA Ancestral Spirit would mimic Tauren Chieftain's movements, moving in reverse directions related to him (if you move backwards, it would move away from you, and if you moved left from the casting point it would follow you).
  • Nice Job Breaking It, Hero!: He is responsible for the war between Radiant and Dire by shattering the Mad Moon.
  • No-Sell: One of Elder Titan's level 25 talents grants him spell immunity when Astral Spirit is active.
  • Our Titans Are Different: A large vaguely bull-like humanoid who created the world of Dota 2 (and shattered it).
  • Physical God
  • Self-Duplication: Astral Spirit allows Elder Titan to safely initiate teamfights from afar, or to snipe escaping enemy heroes.
  • Shockwave Stomp: Elder Titan's first skill, Echo Stomp, channels for a short duration, and upon landing damages all nearby enemy units and knocks them unconscious, causing them to wake up only when the debuff expires or they take player-based damage. It's a unique disable in that it can be used to pick off enemies one by one without worrying about dealing with the rest unless someone casts an AoE spell.
  • Shout-Out: His skills' lore has references to The Bible.
  • Some Dexterity Required: Playing Elder Titan well requires good micromanagement of the Astral Spirit. It's not nearly as heavy as that needed for other heroes (like Meepo or Chen) however and you won't die if you mess it up.
  • Summon Magic: He can summon his spirit form with the skill Ancestral Spirit.
  • Supernatural Gold Eyes
  • Telephone Polearm: Not only his hammer, but an even bigger totem on his back.
  • Time Abyss: As stated in his lore, he was witness to the birth of the universe, and is also implied to have created the 4 Fundamentals.
  • Tribal Facepaint
  • Vampiric Draining: Any unit that gets touched by Astral Spirit will take damage, and upon returning to Elder Titan, he gains movement speed and attack damage for a short duration based on how many creeps and heroes it managed to pass through.
  • Walking Shirtless Scene: He never wears a shirt.

    Huskar, the Sacred Warrior 
https://static.tvtropes.org/pmwiki/pub/images/Huskar_390.png
Voiced by: Dave Fennoy

Huskar is a warrior of the Dezun Order. Intending to sacrifice himself to the gods of the Nothl realm, his life was saved against his will by the Shadow Priest Dazzle. Although he survived his trip to the Nothl realm, he was transformed, his blood now literally burning with power. Enraged by his denied sacrifice and at the prospect of being used as a tool of war by the elders of his tribe, Huskar fled, seeking a fight worthy of dying in.

One of the few ranged Strength heroes, Huskar is all about entering into the fight and killing his foes while he is under fire, soaking up as much damage as he can. He specializes in fighting at low health, as his Berserker's Blood increases his attack speed and health regeneration based on how much health he is missing, making him exponentially more dangerous when his health is at critical levels. Huskar can lower his health more quickly to benefit his passive using his Burning Spears which causes Huskar's basic attacks to deal damage over time at the cost of dealing damage to himself per throw. Burning Spears damage stacks with itself, allowing a low-health Huskar to quickly burn away an enemy's health. To bolster his survivability in combat, Huskar can unleash Inner Fire to blow away enemies and disarm them, letting him poke them apart at his leisure. The crux of Huskar's reckless playstyle is his ultimate Life Break, a leaping strike that instantly burns away a large percentage of his target's current health on impact while massively slowing them. This ability also significantly damages Huskar himself, but if he plays his cards right, this "drawback" can be much more troublesome for the enemy than it is for him.


  • Achilles' Heel:
    • Axe's Culling Blade is this to Huskar. As Huskar needs to be at low health in order to deal sufficient damage, Culling Blade will almost always be fatal.
    • Huskar is heavily reliant on self-healing via health regeneration (which he gets from Berserker's Blood), lifesteal, and toggling the Armlet of Mordiggian to keep his health at the perfect spot where he benefits from increased attack speed without being at risk of being burst down. A Spirit Vessel lowers all healing received, greatly lowering his ability to survive fights, while Ancient Apparition's Ice Blast not only removes his ability to gain HP at all, it also kills him instantly when his health drops below a certain threshold, which he will likely reach if his health was already low.
  • Adaptation Species Change: Was a troll in DotA. His Dota 2 species is not identified, but it's the same as Dazzle and implied to be a troll still.
  • Amazing Technicolor Population: Blue-green skin.
  • Anti-Magic: Before its rework, Berserker's Blood gave Huskar bonus magic resistance, allowing him to easily shrug off nukes at low health.
  • Awesome, but Impractical: One of Huskar's two talents at level 25 is the ability to make Burning Spears damage turn to Pure (which means that it cannot be reduced under any means except from damage reduction passives) and fully pierce Spell Immunity (which at level 25, the carries would very likely carry a BKB as one of their items). While that undeniable sounds overpowered, the problem is that if at any point Huskar reaches that high level, then the outcome is pretty much already decided as at that point you either snowball way ahead of the enemy, or you fall behind and die to carries with equal or higher farm than you that have farmed a Silver Edge/Spirit Vessel from supports specifically to take you down.
  • Back from the Dead: Although somewhat unwillingly.
  • Bash Brothers: With Dazzle when they're both on the same team, and justified in both their backstory and gameplay. Dazzle's skills can make Huskar an unstoppable machine of destruction with the unholy combo of Shallow Grave + Berserker's Blood.
  • The Berserker: His entire skillset revolves around intentionally remaining at low health and suicidally charging into the enemy team without much concern for his own safety.
  • Blade on a Stick: He used throwing spears as weapon.
  • Bloody Murder: His abilities are attributed to his blood being a volatile substance. As he can't actually sling his blood at enemies, he instead douses his spears in the stuff.
  • Can't Catch Up: Because of his weakness to physical and pure damage, Huskar scales very badly into the late game - while he has a strong early-mid game presence, he falls off extremely hard in the late game, because any true carry will kill him in a second without the help of a support that synergises well with him like Dazzle or Oracle.
  • Cast from Hit Points: Huskar spends hit points to use Burning Spears, and his ultimate, Life Break, costs a ton of his current health.
  • Combat Medic: While it's no longer the case due to the ability in question being removed, Huskar could heal allies using Inner Vitality.
  • Combat Sadomasochist
  • Combination Attack: Can create a particularly fun and nasty one with Necrophos if Huskar has Aghanim's Scepter. Life Break shaves of up to 65% of the target's HP. Reaper's Scythe deals damage based on missing HP. Unless you have sufficient magic resistance or immunity, they will kill you regardless of whether you have 1 thousand or 1 million health.
  • Crippling Overspecialization: The huge DPS that Huskar deals comes at the expense of all utility - his heal is subpar for most heroes who are dead meat at low hp and burns up his mana, even with no other skills competing for it, and his slow requires a serious amount of health and is an all-or-nothing move.
  • Critical Status Buff: Berserker's Blood gives Huskar bonus attack speed AND health regeneration based on his missing health. Its bonuses peak at 10% health, making it incredibly hard to remove that last sliver of health before Huskar takes the enemy down.
  • Death-or-Glory Attack: Life Break. Either Huskar, the other Hero, or even both die once it's used, since it costs a third of his health and puts him in point-blank range. Often times, however, most players using Huskar know just when and in what situations to use his ult to utterly annihilate their target;
  • Death Seeker: His ultimate goal is to find a fight worth dying in.
  • Defector from Decadence: Left his people to find a more worthy cause to die for.
  • Dual Wielding: Throwing spears in one hand, dagger in the other.
  • Glass Cannon: Huskar becomes this late game. His damage output is still high, but Berserker's Blood becomes less useful alongside nukes, and the enemy team's main damage source becomes their carry's right-clicks, which will kill Huskar in a second because of his abysmal armour.
  • Glowing Eyes of Doom
  • Healing Factor: Huskar's Berserker's Blood heals him for a percentage of his Strength stat; the lower his health, the more it heals.
  • In a Single Bound: Life Break starts with a fairly magnificent leap that can cover some impressive ground. If he gets Aghanim's Scepter, Huskar can even do this once every four seconds.
  • Javelin Thrower: More like a javelin-throwing Rambo.
  • Knife Nut: His offhand weapon is a knife he uses for Life Break as well as being implied to be how he draws his own blood for Burning Spears.
  • Kryptonite Is Everywhere: Huskar is still quite weak to Physical and Pure damage (a weakness that most other Strength heroes in the game do not share), a problem only amplified considering the absurd number of carries compared to supports in an average pub game.
  • Lightning Bruiser: He gains great mobility with Life Break, lots of attack speed with Berserker's Blood and has a large health pool while hitting fairly hard, allowing him to go from Mighty Glacier to this.
  • Mighty Glacier: Despite being able to dish out loads of damage, Huskar has pitifully low Agility and gain meaning that he attacks very slowly unless he's at very low health.
  • Mutual Disadvantage: Against Razor. Eye of the Storm, which deals physical damage and chooses the enemy with the lowest HP percentage, will melt Huskar because of his low armour and tendency to remain at low HP, but other than that, the main weakness of Razor is that he has no stun, and you *really* need to stun Huskar to stop his DPS. Besides, Life Break is both a slow and an anti-tank skill and Razor really hates this, but then Blade Mail is pretty good on Razor too. As a 1 vs 1 mid matchup, Razor can steal Huskar's damage but it still won't stop Burning Spear harass which is Huskar's main damage source early game, and Razor risks getting zoned out.
  • Percent Damage Attack: Huskar's ultimate, Life Break, shaves off a percentage of his target's current HP, at the cost of a similar fraction of his own. When he's at low health (which he almost always will be), this lets him cut off half (or more) of a full-health enemy's HP at a cost of a few points of his own. This makes him a massive counter to Strength-based carries, since he can possibly remove over a thousand points of health from his target with a single attack.
  • Playing with Fire: Huskar can use Burning Spear to light his spears on fire using his hitpoints, and Inner Fire to create an exploding circle of fire around himself.
  • Pointy Ears
  • The Rival:
    • With Dazzle when they're on opposite teams, and justified in both their backstory and gameplay. Dazzle's skills can make him useless if he's on the enemy team.
    • Huskar apparently sees Axe as this as well, according to his response lines; their love of battle and tendency to charge blindly into the fray, as well as Axe's ability to annihilate Huskar with Culling Blade
  • Situational Sword: Huskar himself is this. At full HP, he's a mediocre hero that doesn't put out a lot of damage outside of his ultimate. However, once he drops down to low enough health, he can stack absurd amounts of magic damage on his targets with Burning Spear, deal huge amounts of DPS and shrug off magic nukes with Berserker's Blood, heal about as much damage as he takes, and shave down the cost of his ultimate down to almost nothing. As a result, in the pro scene, he's only rarely picked.
  • Spam Attack:
    • Huskar + Berserker's Blood - around 20% of his health = a lot of spears being flung around.
    • The 7.07 patch gave him a talent to remove the cooldown of Inner Vitality.
  • Spell Blade: Burning Spear sets Huskar's spears aflame, dealing damage over time with his regular attack.
  • Taking You with Me: Even if the target manages to survive his ultimate and kill him, they'll likely have several stacks of Burning Spear eating away at their low health, meaning that they'll likely die in a few seconds.
  • This Looks Like a Job for Aquaman: The Berserker's Blood rework in 7.20 (which replaced its magic resistance bonus with health regeneration) is supposed to mitigate this problem, as prior to this patch Huskar only saw use in professional games as a surprise last pick against magic-heavy teams, as due to Berserker's Blood he was all but unkillable by such teams (especially when combined with Dazzle or Oracle), but only one serious right-clicker could make his life a living hell (due to his lack of armour and tendency to remain at low HP).
  • Top-Heavy Guy: Huskar's legs seem a little too thin to support his massively-built torso.
  • Turns Red: If Huskar's Berserker's Blood reaches its maximum stack (meaning that he'll be at extremely low health), Huskar will be about twice his normal size and surrounded by a glowing red aura. He also gains massive attack speed and HP regeneration buffs.
  • Violation of Common Sense: Huskar is at his best when he's at low health. Burning Spear can quickly eat up Huskar's health. As a result, most Huskar players use Burning Spear to intentionally nearly kill themselves in order to maximize his damage potential. Likewise, Life Break is often used to insert Huskar into situations that most heroes would usually run from, such as initiating against a hero that has much more health than he does.
  • Walking Shirtless Scene
  • Weaksauce Weakness: For all of Huskar's spell resistance, enemies who have high physical damage will likely eviscerate him before he can do too much damage, as he has low armour and needs to be at fairly low health to be effective.
  • Why Won't You Die?: Tends to be the general reaction to a well-farmed Huskar at low health. Unless you hit him with a huge burst of damage, he'll just keep regenerating at ludicrous rates while poking you to flaming bits.
  • Worthy Opponent: Sees Bloodseeker as this. Given that Bloodseeker's kit seems to be tailor-made for fighting Huskar (Blood Rite and Rupture deal pure damage, which bypasses Berserker's Blood while preventing and punishing Life Break respectively, while Thirst increases Bloodseeker's physical damage output as Huskar's health drops), this is fairly justified.
  • You Are Already Dead: Burning Spear can do up to 140 magic damage per stack, spread out over 7 seconds, and stacks every time the victim is hit with Burning Spear activated and it cannot be removed at all. Combined with Huskar's lightning fast attack speed with Berserker's Blood, enemies who have no way to quickly heal or dispel the status effect are very likely to succumb even if they manage to escape or kill Huskar. Furthermore, Huskar's ultimate Life Break - when used properly - has the potential to be SO incredibly devastating and crippling to its target that being hit with it is often a death sentence for most heroes; a popular guide to Huskar describes it best:

    Io, the Guardian Wisp 
https://static.tvtropes.org/pmwiki/pub/images/Io_4337.png

Io is the Guardian Wisp, an omnipresent Fundamental who embodies the forces which bind particles together. Although it is a being beyond our understanding, one thing is clear: Io is a force for good, using its dominion over the forces to help its allies.

"Support" is the watchword for Io the Guardian Wisp. The second of two ranged strength heroes, it excels at controlling its lane by keeping its allies healthy and heavily harassing enemies, and is capable of saving allies from near-certain death with its very powerful support kit. The cornerstone of Io's arsenal is Tether, which connects Io and another unit with a spirit tether. The tether increases the movement speed of Io and the tethered ally, and depending on Io's health and mana regeneration rate, the tethered unit receives 1.5x the amount recovered. Finally, any enemy that cross the tether will be slowed. The ability also allows Io to quickly jump to an ally's location when cast from long range, making it a potent escape mechanism as well. Io's second ability summons a ring of five Spirits to dance around it, detonating on contact with heroes and dealing damage in a small area. Io can increase or decrease the ring's radius at will to zone enemies out, provide long-range harassment, or finish off fleeing enemies. Io's third ability, Overcharge, greatly increases its attack speed and provides damage resistance when active over 8 seconds. The bonuses are also applied to Tethered allies, allowing Wisp to turn a carry into a real powerhouse in conjunction with the heal from Tether. Its ultimate, Relocate, teleports Io any location on the map for a short time before returning it to the cast location. Io can bring a Tethered ally along for the ride both on cast and on the return trip, opening up the potential for near-impossible ganks and death-defying escapes.


  • Anthropomorphic Personification: Of the force that bind the universe.
  • Awesome, but Impractical: Io is probably the most team-dependent hero in the game, the only way to actually play it is in an organised and coordinated setting, something that is nonexistent in pubs. Because of this, it is absurdly unpopular in pubs, but ranks amongst the top picks in competitive, with a consistently high contest rate (the rate that combines both ban and pick rates) through the years.
  • Cast from Hit Points: In the past, Overcharge drains 4.5% of Io's max health and mana every second it's active. This actually works to Io's advantage: Tether won't give regeneration to allies if Io's health and mana are full. Averted as of 7.21, as Tether can now heal allies even when Io's at full health, and Overcharge no longer drains Io's health and instead requires mana to activate an 8-second duration of Overcharge, single-handedly making Io an even more powerful support. This big buff could also be why Io was temporarily removed from Captains Mode, as most likely Io's gonna be first-banned almost every single game, and is going to keep that title as the most contested hero if Io was still in it.
  • Celestial Body: Is essentially a living star.
  • Combat Medic: When Io gains health or mana, a Tethered hero gains 1.5x the amount. With healing items like Urn of Shadows, Bottle or Tranquil Boots, Io can pump an absurd amount of HP and mana into an allied carry in the middle of a teamfight, while at the same time nullifying their normal disadvantage of being cancelled when taking damage or attacking.
  • Difficult, but Awesome:
    • Wisp (outside of a few comedy builds) is pretty much the only Hero who can do nothing but support other Heroes. It requires heavy teamwork, but is incredibly powerful when utilized correctly. Because of this, Wisp is one of the most commonly picked or banned heroes in professional tournaments.
    • Spirits must be aimed for the precise distance between Wisp and the target. If someone has trouble landing them, then they're a huge waste of mana. If someone is skilled with landing them though, Spirits can be an incredible amount of harassment that you can do from 875 range.
    • Using Relocate to its fullest potential is also very difficult, as you'll always need to keep an eye out for potential ganks, Tether someone and teleport near or onto where you want to gank after a channeling time. However you also have to be wary if other enemies are missing, as they could be baiting you out. However, it is one of the only two skills in the game which can give global presence to any ally (the other being Underlord's Dark Rift, whose cooldown is significantly longer and requires a unit to teleport to). Using Relocate to bring you and your lane partner behind unsuspecting enemies in either your own or another lane globally is a huge deal. This can be used to get your carry fed very quickly if your team is competent and you communicate your intentions. In addition to this, Relocate can be used in a big fight to bring someone to the fight who didn't get there in time, pull someone out who's about to die, or take someone back to heal quickly during the fight. Relocate requires you to be very cognisant of how your team is doing in a fight and what's needed most.
  • Dynamic Entry: Relocate, which teleports Io and any tethered hero to any point on the map for a short time, can turn any ally into a global ganking, pushing and counterganking machine.
  • Energy Being: Heck, even the in-game model itself is just particle!
  • Happy Fun Ball: Often called this thanks to the spherical shape and totally unexpected power in a coordinated team.
  • Heroic Sacrifice: On a lineup with Io, a carry can farm exposed areas with little risk. Any time the enemy would initiate on him, Io can use Relocate, bail him out and sacrifice himself to save the carry. Oftentimes the return of farming an exposed lane was greater than the damage done by feeding Io.
  • Mechanically Unusual Class: Despite being a Strength hero, Io is played very much like a typical Intelligence hero. Rather than relying on innate tankiness and/or strong autoattacks, it is a super-squishy hard support with a powerful nuke and three abilities which can turn any allied hero into a global ganking machine and provide them with an excellent damage steroids.
  • Nature Spirit
  • No Biological Sex
  • Obvious Rule Patch: One of Io's level 20 talents is that it can make a second auto-attack on a target that it's tethered ally is attacking. While that doesn't sound bad and seemed rather balanced, that changed when Tether has a permanent duration. Players then began exploting this by building a Desolator and when combined with a carry that can either hit fast or attack all targets, it can easily add a lot of DPS alongside the carry and it can easily reach the level thanks to it's exp boost talent. This particularly come to a head when a pro team managed to destroy both towers and ancient in a base race despite the fact that the buildings are under backdoor protection. Come 7.16, Io's attack talent is now moved to level 25 which not only slows down its DPS but made players force to pick between either it or the lower Relocate cooldown.
  • Power Floats
  • The Power of Friendship: Io can't really do much by itself, but just try to fight both it and a carry like Chaos Knight or Tiny at once and see how long you will stand.
  • Put on a Bus: At least in terms of Captains Mode, the default drafting mode in Dota 2, Io was temporarily made unavailable for use currently starting 7.21 with the huge Tether and Overcharge buff given to Wisp.
  • Sentient Cosmic Force
  • Shout-Out: Io's 2017 International Arcana turns it into a glowing Companion Cube. The Arcana also replaces some of Io's "voice lines" with fragments of the credits song "Still Alive".
  • The Speechless: All the noises he makes can be described as submarine-sounding beeps and boops. Some other characters seem to understand him. Puck especially continuously regrets that people are missing Wisp's puns (unreliable - maybe she's just being Puck).
  • Squishy Wizard: Despite being a Strength hero (who are usually renowned for their durability), Wisp has pathetically low base stats and stat growth in all three areas; of all Strength heroes in the game, it has the lowest base Strength (tied with Phoenix) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's one of only three Heroes in the game (the others being Phoenix and Visage) that start with negative base armor. Needless to say, Wisp is very easy to kill if caught without escape.
  • Super Empowering: Io is one of the two heroes in the game that can grant an Aghanim's Scepter upgrade to an ally (the other being Alchemist), doing so with a level 15 talent for Tether.
  • Time Abyss: As a Fundamental, Io is as old as creation itself.
  • Time Master: The lore of Overcharge:
    Drawing on the energy of matter from all worlds, Io begins the unravelling of time.
  • This Looks Like a Job for Aquaman: Io is itself not an example of this trope (it has consistently been first pick/first ban material in professional games), but its synergy with certain heroes (notably Chaos Knight, Tiny and Gyrocopter) has historically caused these heroes to be nerfed to the point that they became underwhelming on their own, only ever pickable in a professional game with an Io teammate and can safely be disregarded if Io is banned or already picked by the other team.
  • Viewers Are Geniuses: Its abilities are based on atoms and its backstory implies it's a sentient manifestation of the three major forces of quantum mechanics (Strong, Weak, and Electromagnetism).

    Kunkka, the Admiral 
https://static.tvtropes.org/pmwiki/pub/images/Kunkka_4108.png
Voiced by: Jon St. John

Admiral Kunkka was once at the head of the Claddish Navy, a mighty fleet tasked with defending his island nation. At war with the Demons of the Cataract for several years, their foes eventually launched an all-out attack against Cladd. While Kunkka was driving back the demons, a deity known as Maelrawn the Tentacular was awakened and laid waste to both sides. Although the Cataract was forced to retreat, the Claddish Navy was equally devastated, and all that was left of Kunkka's ship was a spectral apparition replaying its final moments for eternity. As for Kunkka himself, his fate is unknown, and it is believed by some that he may be undead.

As both a carry and an initiator, Kunkka strikes a balance between physical prowess and magical offense. Although many of his spells have long cast times and require careful timing and map awareness, good Kunkka players can easily set up teamfights or take a powerful enemy out of commission. Tidebringer, his first spell, a passive and his main source of offensive utility in lane, periodically cleaves on hit, dealing a healthy amount of physical damage to every nearby enemy. Unlike most cleave effects, this damage reaches far beyond its initial target. His second spell and main nuke, Torrent, creates a delayed geyser at a location that damages, stuns, and slows any unwary enemy caught in its area of effect when it activates. X Marks the Spot places an X under the feet of any hero, ally, enemy, or even Kunkka himself. After a short period, or when Kunkka manually reactivates it, the target is teleported back to their original position, synchronizing well with his other spells. His ultimate, Ghostship, summons the spectral remains of Kunkka's flagship on a collision course with an area of his choosing before violently falling apart. Not only will enemies standing in the impact be damaged and stunnned, but any allies standing in its wake receive a swig of rum, increasing their movement speed and delaying a percentage of incoming damage until the effect ends, turning the Admiral and his mates into a fighting force to be reckoned with.


  • Alpha Strike: Because of his extremely limited mana pool, Kunkka players must carefully decide when and where they'll cast their spells, since even a max level Kunkka will easily chew through at least half his mana pool casting only a handful of spells if he hasn't built any mana pool increasing items (as he will likely be building raw damage in order to splash physical damage on the enemy through Tidebringer). If a Kunkka decides to cast all three of his spells in a single teamfight (potentially dealing upwards of 900 area-of-effect magical damage on top of the stuns and disables, and before even factoring in Tidebringer), he'll spend upwards of 500 mana, rendering him unable to use even a TP Scroll afterward.
  • Anti Escape Mechanism: X Marks the Spot helps land his skills by returning an enemy to target location after a few seconds' delay. His other three aimed abilities can let him kill enemies well out of sight.
  • Arch-Enemy: He and Tidehunter hate each other's guts. To give you an idea, Kunkka has twenty-five different responses just for killing Tidehunter.
  • Booze-Based Buff: The buff provided by his ultimate, Ghostship, is called Kunkka's Rum, which reduces all incoming damage by up to 50% (depending on level) and deals the remainder as non-lethal damage afterward.
  • The Captain: Admiral, to be exact. Sadly, the vessel he captained was destroyed by Maelrawn, turning it into his Ghostship.
  • The Computer Is a Cheating Bastard: Before a patch fix Kunkka bots could perfectly aim Torrent to hit invisible players despite the bot having no legit way of knowing that player was there. To quote the patch note itself: "Fixed Kunkka being a dirty cheater when using Torrent."
  • Cool Sword: Kunkka's sword, Tidebringer, is inhabited by the soul of a fallen Claddish warrior, enabling it to periodically summon a wave of water upon attacking. Cosmetic items offer other cool options, such as the Plunder of the High Seas (which is made out of coins), BladeBiter (made of water), and the Inverse Bayonet (a gunblade).
  • Critical Hit Class: While Kunkka has no natural ability to crit, Tidebringer splashes all enemies in front of him with 100% cleave damage (meaning that it ignores armor). This means that smart Kunkka players will abuse this by building, a Daedalus (or two) to inflict critical hits (and increase the chances of landing a crit if more than one is bought), a Shadow Blade to initiate (and to apply the 175 bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs Tidebringer will deal a massive crit damage to all targets in an area, bypassing any armor that they may have and potentially resulting in a Total Party Kill.
    Kunkka, buying Crystalys: "Yes, Fish and Crits!"
  • Damn You, Muscle Memory!: 7.06 reworked Ghostship's targeting mechanics: instead of spawning a fixed distance behind Kunkka and crashing a fixed distance in front of him, he can now designate the crash site and the ship's spawn location will be adjusted accordingly. However, this does not apply to the Aghanim's Scepter upgraded Ghostship, which still always spawns at Kunkka's location.
  • Difficult, but Awesome
    • Both Torrent and Ghostship have extremely long delays, so they're very hard to land. However, a good Kunkka can cast X Marks the Spot and Torrent combos to lock down enemies, and even toss Ghostship into the mix for a combo that will deal a massive amount of damage to a group of enemies before cleaving them in two with Tidebringer. A bad Kunkka that can't Lead the Target well is more likely to hear this:
    • Tidebringer is a powerful area cleave, but is hard to bring off due to it only proccing once every few seconds (meaning that you'll have to refrain from attacking until just the right moment). However, properly used, a smart Kunkka player can use nearby creeps (and even enemy summons in a teamfight) to splash through the enemy's armor and hit the entire enemy team at once. This is lessened with how not many people realize that it's an auto-cast spell that was set on 'on' by default, thus technically they can turn it off when the spell is ready and then fire at will by hitting W on the main target.
    • X Marks the Spot has more utility than preventing enemy Heroes from escaping. When cast on an allied Hero, it provides double the delay that it would for an enemy Hero, allowing them to either temporarily move to another part of the map to push or counter-push, or initiate on the enemy with a guaranteed method of return (provided that Kunkka can time the return well). This means that a TP scroll can be used to go back to base to quickly heal up and then get back into the fight, an ally can TP to counter-push a tower and then return back to the front lines, or an ally can chase a fleeing enemy and finish them off and then return to safety. Even better, Heroes with invulnerability abilities such as Shadow Demon, Puck, and Outworld Devourer can simply use them to break the return if the X-marked hero doesn't want to.
  • Evolving Weapon: Tidebringer is both Kunkka's weapon and a levellable passive ability.
  • Exactly What I Aimed At: Good Kunkka players don't aim their first shot at a hero if possible, but at a creep so all 5 heroes take the armor-ignoring cleave damage. He can also do this in chases or to harass, hitting a creep and letting his massive splash hammer the heroes behind it.
  • Flying Dutchman: Ghost Ship summons the ghost of his ship to ram his enemies.
  • Four-Star Badass: He was once Admiral of the Claddish Navy.
  • Ghost Pirate: It's been hinted at in his Back Story that he might have been killed in the crash, but no one truly knows. The Seaborne Reprisal set just rolls with it and gives him a more appropriate appearance for one. Also suggested by one of his responses:
  • Going Down with the Ship: Referenced in one of his losing responses.
  • Herd-Hitting Attack: Tidebringer turns his main melee attack into this every once in awhile, and the splash damage is Pure. Build a Daedalus or two and see as he murders the entire enemy team in one attack.
  • Jack-of-All-Stats: Kunkka is a hero who sees play as both a core and a support. As a core, he builds damage and crit items in order to deal large amounts of damage to several enemies with Tidebringer. As a support, he uses his spells to lock down the enemy for the carries on his team to focus down. The other benefit of a support Kunkka build is that since he isn't spending so much time farming physical damage items to buff up Tidebringer, he can actually build items to extend his mana pool and allow him to cast his spells without limit.
  • I Have Many Names: Kunkka had more distinct alternate names than just about every other hero in the original DotA. In addition to "Kunkka," he bore the names "Daelin Proudmoore," "CoCo," and "Captain Obvious."
  • Lead the Target: Both Torrent and Ghostship have to be manually aimed with fairly long delays.
  • Long-Range Fighter: In spite of being a melee Strength hero, Kunkka is not recommended to directly manfight at close range unlike other carries like Sven, Ursa, Troll, Phantom Assassin, etc. His real strength is to barrage his enemy with water geyser or ghost ships or manipulating their locations from afar, and only closing in just for one Tidebringer strike, which can hit multiple enemies behind his intended target, it also has a wide range and when properly itemized, it can deal absurd damage against the enemies he just barraged from afar.
  • Magic Knight: Kunkka has a wide array of powerful magic spells and nukes, but he's also well known for being able to splash absurd amounts of physical damage across the enemy team as well, making him one of the few examples of a Magic Knight who remains strong in both categories throughout a match. His only real limitations are the difficulty of landing his nukes, his relatively low manfight potential and his small mana pool.
  • Making a Splash: He is able to summon geysers from underneath his enemies, and his sword is able to splash enemies with water.
  • Named Like My Name: The hero is named after the artist who did a lot of the splash artwork for the original Dota. The choice was made because Kunkka's original name was Daelin Proudmoore and Valve had to change the name to avoid copyright issues, so they picked the artist's nickname.
  • Named Weapons: His sword is called Tidebringer.
  • Oddly Shaped Sword: Tidebringer
  • Officer and a Gentleman: Though he can be snarky towards his enemies, Kunkka is a polite, friendly, and well-dressed admiral.
  • Pirate Parrot: Kunkka's parrot Lieutenant Squawkins, available as a courier.
  • Ramming Always Works: Ghostship always destroys itself upon crashing at the targeted point, though it matters little since it is a Flying Dutchman.
  • Seadog Beard: A truly magnificent one at that.
  • Soul Power: The lore for Tidebringer:
    A lost Claddish soul inhabits Kunkka's trusty Tidebringer, empowering it to destroy demons of the Cataract.
  • Spell Blade: Kunkka's sword Tidebringer is able to deal bonus cleave damage every few seconds.
  • Splash Damage Abuse:
    • Very much so, his play style based on dealing massive Splash Damage with hard-to-land abilities.
    • In previous versions, Cleave damage was based on the armor of the primary target. This meant that, with Tidebringer ready, hitting a low-armor target such as a creep would sometimes end up doing more damage than actually attacking an enemy hero (of course, you'd have to aim it properly so the enemies actually get hit by the cleave). Later patches made Cleave damage be reduced by the armor of each target individually, making this ineffective.
  • Stealth Pun: He specalizes in Splash damage.
  • Talk Like a Pirate
  • Teleport Interdiction: X Marks the Spot can be used on enemies who are trying to flee, as they will be brought back to the X after up to 4 seconds no matter how far they've gone.
  • Threatening Shark: The Prize of the Saltworn Mariner item turns Kunkka's Ghostship into a giant shark.
  • Total Party Kill: If a farmed Kunkka lands a Torrent + Ghostship combo on your team, don't expect to survive to the end of the stun. Especially if he has Daedalus.
  • Treasure Map: The inspiration for his third skill, X Marks the Spot.
  • Water-Geyser Volley: Anyone caught inside a Torrent will get launched high on the air before slamming into the ground.
  • X Marks the Hero: The scar on his forehead. Plus he has a more literal example in X Marks the Spot.

    Tresdin, the Legion Commander 
https://static.tvtropes.org/pmwiki/pub/images/legion_commander_small_1200.png
Voiced by: Merle Dandridge

Leader of the famed Bronze Legion of Stonehall, Tresdin and her men saw their skills put to the test when the Abyssal Horde attacked. Fighting her way to the portal from where the demons emerged, the Legion Commander saw their vile leader. The two fought, and though she was wounded, Tresdin eventually vanquished her foe while the rest of her army took care of the lesser demons. Despite their victory, Stonehall was left in ruins, and so Tresdin rallied the remnants of her army, swearing that they would get their revenge on the forces of the Abyss.

Legion Commander is a hero whose main claim to fame is her ability to snowball out of control if she starts off on the right foot. Overwhelming Odds, her first spell, summons a rain of arrows which deals damage in an area of effect. For each enemy in its radius, the damage dealt increases, and Legion Commander gains a temporary movement speed buff. Her second skill is Press the Attack: this buffing spell removes debuffs from an ally and increases their attack speed and health regeneration. It's useful for casting on yourself or allies to heal and improve damage output. Moment of Courage, Legion Commander's third ability, is a passive which grants her a chance to counterattack with increased lifesteal when hit. This ability greatly improves her survivability, especially when she has large amounts of attack damage. This damage can be obtained through Legion Commander's ultimate ability: Duel. Challenging her opponent to a fight to the death, both she and her target will be forced to hit each other with basic attacks for several seconds. If one of them dies, the other is the winner and gains a permanent increase in attack damage, and if Legion Commander comes out victorious, she instantly receives Press the Attack to make use of it. By choosing her targets wisely, Legion Commander can theoretically attain infinite attack damage. Enemies should take care to not let this hero get her way, or they may eventually find themselves facing an unstoppable warrior whose attacks are unmatched.

In Artifact, Legion Commander is a red hero. Her Continuous Effect is Moment of Courage, which grants her +2 Retaliate. Her signature card, Duel, is a spell that makes an allied red hero fight any other unit.


  • Achilles' Heel:
    • Since Duel doesn't ignore ethereal form, using Ethereal Blade (which lasts 4 seconds on allies compared to Duel's 5.5 second duration when maxed) on a Duel target will make it very difficult for Legion Commander to get proper Duels off except if she's really, really fat. It's a good thing for Legion Commander Ethereal Blade is an expensive and situational item, otherwise she would be unplayable.
    • Bane as a whole can ruin her Duel attempts, but Nightmare (a spell that can be learned as early as the start of the match) in particular can shut her down due to the invulnerability and sleep status that gets passed around between the duelists every second, resulting in a stalemate that can only be broken by the duel timing out, by outside intervention, or by one of the two duelists dying from the Scratch Damage that Nightmare inflicts. Case in point. Aghanim's Scepter, which gives her free 8-second spell immunity when Duelling, is a must-buy item for Legion Commander if Bane is on the other team.
  • Affirmative Action Girl: Tresdin was a man in the original DotA, but was changed to a woman in the porting process to Dota 2.
  • Ambiguously Brown: Tresdin's skin is noticeably darker than most other human heroes.
  • An Axe to Grind: Warcraft DotA only. Some cosmetics also equip her with this.
  • Badass Normal: Tresdin has little magical ability, yet can still take down Physical Gods and Eldritch Abominations alike by challenging them to a Duel to the Death.
  • Bald Women: In the Tip of the Spear comics, it's revealed that beneath the helmet, Tresdin shaved all her hairs off. She used to have Boyish Short Hair when she's young too. This is in contrast with the game itself, where you can clearly see her shoulder-length hair when she wears the Errant Soldier set.
  • Bears Are Bad News: If her quotes are to be trusted, Tresdin seems to be even more distrustful to bears than any other creatures. Normally when killing a hero, she'll say "Never Trust An X" in normal speed, but against Ursa or Lone Druid, she will have a small pause before saying 'bear' in extra growling disgust.
  • The Berserker: Duel momentarily turns her and her opponent into mindless warriors who only think about hitting each other. Once she amasses enough victories to boost her damage to sufficient levels, she can be played in this way all the time: the immense lifesteal from Moment of Courage will grant her great survivability on top of the damage, allowing her to leap into the fray and come out victorious.
  • Blade on a Stick: Tresdin's weapon, a large polearm.
  • Blood Knight: So much she makes Luna look almost peaceful!
    Legion Commander ''"It's said that a truly brilliant general can win without fighting. I'm not a brilliant general, I'm a Legion Commander. And I just want to win.
  • Born into Slavery: As revealed in the comic Tip of the Spear.
  • Bring It: Duel's animation consists of this.
  • Combat Medic: Press The Attack greatly boosts the target's regeneration and applies a strong dispel, removing nearly all negative buffs from the target. While generally used on Legion Commander herself to give an advantage over a Duel target with the regen and attack speed, it can also be used to heal up an ally or bail them out of a bad situation.
  • Commanding Coolness: Despite ostensibly being a General in rank, Tresdin is still referred to by the title Legion Commander.
  • Conservation of Ninjutsu: Overwhelming Odds deals more damage and grants Tresdin more speed for every enemy caught within it.
  • Counter Attack: Moment of Courage immediately procs an extra attack on whatever enemy Legion Commander is attacking (most often the one that hit her) whenever she's hit by an auto-attack, and lifesteal a portion of that attack.
  • Darker and Edgier: Her backstory has gone through two drafts, with the first one being significantly less dark than the current one.
  • Difficult, but Awesome: Knowing when to start a Duel is one of the most important things a Legion Commander needs to know. Done correctly, Tresdin can easily double her base attack damage without items before the match is over; done poorly, she'll fall off easily late game, or worse, the other team will have gained plenty of free attack damage. As a result, picking targets requires knowing if she will survive the fight, knowing that she will not be targeted by other members of the enemy team in the interim, and whether the enemy can outclass her without spells or items.
  • Dual Wielding: Her Arcana item, the Blades of Voth Domosh.
  • Duel to the Death: Her ultimate forces an enemy hero to fight her in one-on-one combat; neither character can cast spells for its duration. The winner of the fight gains a permanent damage boost.
  • Fantastic Racism: She's something of a bigot towards non-humans, as evidenced in her Duel lines or when killing a rival. It's part of the Mythology Gag with her voice lines; DotA's Legion Commander used the model and quotes of Grand Marshal Garithos, another example of Fantastic Racism and a pro-human supremacist. Practically Played for Laughs considering that her racism extends to things like trees, fish, things she doesn't even know how to classify, and bears (especially bears).
  • Fireball Eyeballs: When she has her Arcana equipped, the demonic power causes her eyes to glow a bright fiery orange.
  • Four-Star Badass: She's a commander, but does plenty of fighting herself.
  • Frontline General: She'd rather be dishing out the pain in the frontlines herself than stay back and formulate a strategy for her troops.
  • Gender Flip: Compared to her DotA 1 counterpart.
  • He Who Fights Monsters: With the Blades of Voth Domosh, swords made by a trickster armorer, she becomes a demonic being herself.
  • Herd-Hitting Attack: Overwhelming Odds. It gains bonus damage for every enemy within its area of effect.
  • Honor Before Reason: Duel forces both Tresdin and her target to attack each other, regardless of whether they'd survive the resulting fight.
  • Hot-Blooded: All the way from when she was a slave girl. Her response to being told that anyone in the Legion could challenge the commander for the title and having an offer to join? Immediately join and rush the Commander.
  • Ink-Suit Actor: She bears an uncanny resemblance to her VA, Merle Dandridge.
  • Just You And Me And My Guards: While Duel forces both Tresdin and her target to attack each other, there's nothing stopping their teammates or summoned units from getting involved. Defied with her Aghanim's Scepter upgrade, which makes her and her Duel opponent immune to all damage that doesn't come from the other. This however, doesn't say anything about non-damage aid, like having an ally stun them or heal you. Gets rather ridiculous with heroes with Bash or a Skull Basher.
  • Knight In Sour Armor
  • Leeroy Jenkins: While successfully winning duels increases her damage, losing duels increases the damage of her enemy. A Legion Commander that continually loses Duels can quickly buff the enemy team to a point where it is nearly impossible to battle back.
  • Life Drain: Moment of Courage is one of the highest rated lifesteal abilities in the game, allowing Legion Commander to regain up to 80% of the damage she deals as health.
  • Lightning Bruiser: Tresdin has plenty of health, plus the ability to attack and heal quickly with Press The Attack and Moment of Courage, move faster with Overwhelming Odds. And since she already has a built-in source of damage in the form of Duel, she often needs very few damage items (so she can win Duels in the mid game) and can focus on durability, disables and mobility.
  • Mage Killer: While under the effect of Duel, neither Tresdin or her target can cast spells or use items, forcing enemy mages to rely on their (typically) weak right-click attack in order to survive, and in most cases these mages are also squishy heroes that will have difficulty surviving a Duel without the help of an ally. Flavor and lore-wise, some of her dialogue also highlights her disdain of mages.
  • Mythology Gag:
    • Many of her killing blow lines go 'never trust a *insert whatever race/class the killed character was*'. The original Tresdin's dialogue was based on the Warcraft III character Grand Marshal Garithos, who was a pro-human racist and famously had the joke line 'never trust an elf!' Some of them are pretty ridiculous, which was probably Valve's intent. "Never trust a fish" when killing one of the Slithereen heroes and "Never trust a tree" when killing Treant Protector or Nature's Prophet, for example. If she kills Ursa or Lone Druid she'll say "Never trust a...BEAR!" And then there are certain heroes such as Faceless Void and Morphling whose death prompts the line "Never trust a—what are you anyway?"
    • Likewise, Tresdin's old male model (also based on Garithos) had a prominent mustache and beard, and rode a horse. In this game, she has dialogue complimenting people for their mustaches, beards, and mounts; and in the Tip of the Spear comic, Tresdin's predecessor to the title of Legion Commander is all but identical to her (or rather his) old DotA model.
  • Power Gives You Wings: When she uses Press The Attack with the Immortal Legacy of the Fallen Legion equipped, the target will temporarily gain a pair of wings.
  • Power Nullifier: During a Duel, both Tresdin and her opponent are prohibited from using spells and item active abilities.
  • Proud Warrior Race: Stonehall. The city has multiple legions constantly waging war on various cities, conquering them, offering all able-bodied men a chance to join, and repeating. Ends up being their downfall when the City is invaded by demons and all their armies are off conquering.
  • Punctuated! For! Emphasis!: Speaks like this in several of her voice lines.
  • Rain of Arrows: Overwhelming Odds.
  • Screaming Warrior: Tresdin is easily one of the louder heroes in the game, especially when casting Duel:
  • Shout-Out:
    • One of her rare lines references a famous line from the Fallout series.
    • Another references US General George Patton's famous WWII speech.
  • The Smurfette Principle: Tresdin is the only female Strength hero in the game.
  • Solo Class: Legion Commander's playstyle revolves around solo killing as many enemy heroes as possible with Duel and snowball out of control with the bonus damage.
  • Tainted Veins: These appear on her when she's using her Arcana; they're visible even over her armor.
  • Why Won't You Die?: With enough farm and Duel victories, Legion Commander can be extremely hard to bring down in a fight since Moment of Courage allows her to lifesteal a large amount of HP (which gets more effective the more Duels she's won), and Press the Attack can remove damaging debuffs from her while also increasing her attack speed and giving her a hefty HP regen buff. With enough attack speed and damage (and maybe even a lifesteal attack modifier), she can potentially lifesteal more HP back than the enemy can deal against her.
  • Wreathed in Flames: Her banners and parts of armor become permanently lit on fire with her Arcana equipped.

    N'aix, the Lifestealer 
https://static.tvtropes.org/pmwiki/pub/images/Lifestealer_1781.png
Voiced by: Bruce Miles

N'aix was once a thief, until he was captured by the Vile Council and cursed with immortality before being thrown into the dungeons for eternity. The endless torment of solitude wore away at his sanity, and eventually his mind was completely gone. One day, a wizard was locked up in the same cell as N'aix. The sorcerer devised a plan to break out of prison: he would send his consciousness into N'aix, and command him to launch a suicidal attack at the guards in order to provide a distraction for his own escape. The plan failed when N'aix' overwhelming insanity proved too great for him to control, and instead their minds were merged, turning the prisoner into the Lifestealer. Hearing the wizard's wish of escape as a faint voice in his head, Lifestealer jumped from body to body, possessing the guards in order to create a path to his freedom. Although the Lifestealer is now free in the physical sense, he remains a prisoner of the Master, a voice which follows him everywhere and gives him orders.

Lifestealer is a carry hero who feeds as he fights, bolstering his survivability by allowing him to heal himself with every attack. His first ability is Rage, which grants Lifestealer increased attack speed as well as spell immunity for a short time. One of Lifestealer's defining abilities is his passive Feast, which increases his damage by an amount based on his target's remaining health, additionally he is also healed by this same amount with every attack. In order to prevent foes from fleeing, Lifestealer can use Open Wounds: this ability greatly slows down its target, with movement speed being gradually returned over the duration. This spell also causes any ally who attacks the target to be healed for a portion of the damage dealt, including magic damage. Lastly, Lifestealer is feared for his ultimate ability, Infest, which allows him to hide inside of a creep or allied hero. When he's ready, he can then emerge in a shower of blood which damages nearby foes. If he infests a creep, Lifestealer can also choose to take over its mind, controlling it and becoming able to use its abilities. This spell is a great way to either escape by jumping into a creep, or surprise foes by hiding inside of an ally in order to trick foes into thinking a two-on-one gank is a one-on-one. Aghanim's Scepter grants him another ability, Assimilate, which allows Lifestealer to swallow an allied hero whole, with effects similar to them casting Infest on you.


  • Action Bomb: The "N'aix Bomb" strategy in a nutshell. Get in some hero good at making a Dynamic Entry, wait for your momment, then pop out with explosive force. With Aghanim's Scepter, now you can explode 2 times!
  • And I Must Scream: Which is worse? Having your mind shattered from an eternity of imprisonment or having your consciousness trapped in this being's vortex of madness with no real physical form of your own?
  • The Berserker: N'aix's playstyle involves hiding himself inside an ally (usually one with high mobility) to jump straight into the enemy team, pop Rage and Open Wounds, then start to rip all of them apart.
  • Bloody Murder: Lifestealer emerging from his host after using "Infest" results in a huge explosion of blood that deals damage to enemies caught in it. Makes sense when you use it on a creep, since you're tearing it apart from the inside while emerging, but somehow this happens even when you were infesting an allied hero, who somehow takes no damage from having their guts exploded.
  • Body Horror: Not only does he look nasty himself, but his ultimate, Infest, involves him burrowing into the target and lying dormant. At any point, N'aix may jump out, killing his host instantly if it's an enemy creep.
  • Cannibalism Superpower: His second skill, Feast. His new Aghanim's upgrade also lets him swallow an ally with Infest-mechanic.
  • Combat Medic: Of an unusual variety with Open Wounds, which makes all damage a target take return half that much in health, and Assimilate which lets him bring another hero inside of him, while in this state, any healing he receives, such as his various forms of lifesteal, are also handed to the hero inside. Assimilate's healing is best described as "Shove a heavily wounded person side yourself, then go fight something big".
  • Chained by Fashion: In addition to the symbolism of not being truly free.
  • Chest Burster: He (or the ally he swallow with Infest) can burst out of a unit through Consume after infesting it and the icon for the skill even resembles the ones from Alien.
  • Department of Redundancy Department:
    • Lifestealer can steal 3 different values from each autoattack, his Feast lifesteal, Open Wounds lifesteal, and any lifesteal items he bought, the latter two also lifestealing off of Feast's bonus damage.
    • With Aghanim's Scepter, he can have someone basically infesting him, while he's also infesting someone else, essentially turning him into a Murder-Turducken.
  • Disproportionate Retribution: Punishment for thievery and deception? An immortal lifetime of suffering.
  • Double Entendre: Players often use Infest as a "come inside me" joke.
  • Evil Is Visceral
  • Extreme Omnivore: He doesn't feed just on flesh, he feeds on anything alive. This includes trees, giant golems, ethereal beings, and just about anything else.
  • Grand Theft Me: After casting Infest on a unit that is not an allied hero, Lifestealer can take direct control of it via the sub-ability Control, giving him access to its movement and abilities. Even more, the unit will still appear normal to enemies (neutral creeps will still appear as neutral, and their lane creeps or summoned units will not switch sides), giving Lifestealer the element of surprise, although enemy players can still attack the unit in question once Lifestealer has control of it once they realize that he's inside.
  • Great Escape: Jump into a enemy creep with Infest, ride as far as he goes, then take control and try to make a run for it, if they followed you and figured out which one's real, pop out and activate Rage and Open Wounds and either try to take whatever pursuit you have down or simply use the disable-immunity and slow to make a run for it. His Aghanim's lets him take another hero, possibly the enemy's actual target with him.
  • Horror Hunger: Feast lets Lifestealer heal himself with each attack, indicating that as he strikes, he tears off bits of his opponent and eats them. Open Wounds has a similar effect, as the bleeding wound it inflicts makes it easier to devour the opponent (though it gets a bit weird when the likes of Io, Treant Protector, and Enchantress get in on the life-draining action).
  • Human Resources: When he uses Consume on an infested creep, Lifestealer devours it, healing himself equal to the victim's HP.
  • Hunter of His Own Kind: In a meta sense. Feast makes Lifestealer, a tanky hero with high HP, a good counter to other tanky heroes with high HP.
  • I Die Free: Referenced in some of his dying responses and even said in verbatim.
  • I'm a Humanitarian: He'll feast on anyone, including fellow Oglodi.
  • King Mook: Originally one as a Ghoul that looked rather similar to the ones used as the Scourge's melee creeps in the original DotA.
  • Life Drain: As befitting his name, three of Lifestealer's abilities steal HP from enemies and give it to him, or in the case of Open Wounds, him and his teammates.
  • Ludicrous Gibs: Any non-hero unit consumed by N'aix explodes violently, splattering blood in a radius of a dozen meters. The explosion is so powerful it damages enemies in a huge radius.
  • Mighty Glacier: Just with other low-mobility melee carries in the game, kiting is the bane of Lifestealer. No matter how much damage he can dish out, he is still useless if he keeps getting slowed and is unable to approach his enemies, though Infest helps this problem somewhat by allowing N'aix to temporarily borrow one of his allies' mobility.
  • More Teeth than the Osmond Family: Just look at him.
  • Non Standard Skill Learning: Assimilate is one of the few skills in the game that cannot be put points in, but is given to Lifestealer when he gets Aghanim's Scepter.
  • No-Sell: When N'aix uses Rage, he becomes immune to magic.
  • Noun Verber: His name, Lifestealer, should make it clear that his abilities grant him a large amount of lifesteal.
  • Our Ghouls Are Creepier: He used the model of a Warcraft ghoul in DotA, and he remained a Zombie Ghoul in DotA 2.
  • Percent Damage Attack: Feast deals extra damage and heals N'aix for a portion of the attacked enemy's maximum HP.
  • Primal Stance: He walks on all fours.
  • Puppeteer Parasite: Can infect enemies with one using Infest and then take control of them using Control.
  • Serial Escalation: With Aghanim's Scepter, Lifestealer gains a new ability, Assimilate which is basically a reverse Infest that lets him grab another hero and stick them in him. He can then infest a third hero normally. With certain combinations of heroes with him at the center of the chain, one can literally drag an entire team into one hero.note 
  • Swallowed Whole: Assimilate, of the "harmless temporary swallowing" variety. It's basically his ultimate, Infest, but in reverse, putting an ally inside of N'aix instead of N'aix inside them, allowing them to pop out and deal damage just like Infest does.
  • Unstoppable Rage: Rage, which makes N'aix immune to magic and gains increased attack speed for a few seconds.
  • Was Once a Man: One of Bristleback's rival lines refers to Lifestealer as an Oglodi, like Axe. You can kind of see it in N'aix's face (mostly the nose) and skin tone (close to Warlock's, who, like Lifestealer, hasn't gotten much sun over the years).

    Banehallow, the Lycan 
https://static.tvtropes.org/pmwiki/pub/images/Lycanthrope_5683.png
Voiced by: Nolan North

In the now-fallen kingdom of Slom, the house of Ambry was recognized as the greatest. The corrupt king abused his power for selfish purposes, and the house of Ambry rebelled, sending an army to the capital in an attempted coup, which failed. In retaliation, the king of Slom killed every member of the Ambry family, saving the lord and his youngest son Banehallow for last: the son was to be transformed into a wolf, who would then kill his father as an act of so-called poetic justice, a traitor betrayed by his heir. But the spell failed to transform the son's mind, and he turned against his captors before fleeing into the night.

An adept jungler, a great pusher, and absolutely terrifying when well fed, Banehallow von Ambry is an adaptable carry capable of decimating towers and entire teams when played correctly. His first skill, Summon Wolves does Exactly What It Says on the Tin, summoning 2 wolves (5 with his level 25 talent) that can be used in a variety of ways, including scouting, farming, and fighting alongside the Lycan; at later levels, they also receive invisibility and the ability to cripple the enemy's attack speed. His second skill, Howl, gives a global attack and health buff to all allies on the map, with the strength of the buffs increased at night, allowing the Lycan to support ganks and teamfights anywhere, anytime. His third skill, Feral Impulse is a passive buff to his attack speed and damage. This bonus extends to any units under Lycan's control And finally, his ultimate, Shapeshift, has him stop and take a moment to assume his true form. After the transformation is complete, Lycan and all units under his control temporarily gain massively increased movement speed, immunity to slows, a chance to deal extra damage on attacks, and increased night vision, turning Lycan into a terrifying Lightning Bruiser.

In Artifact, Lycan is a green hero. His Continuous Effect, Feral Impulse, grants +2 Attack to his neighboring allies. His signature card, the Savage Wolf, is a creep that is modified with +1 Attack and +2 Health after each combat phase.


  • Awesome Mc Coolname: Banehallow von Ambry.
  • Badass Beard
  • Baleful Polymorph: Defied. This was the intention of the spell which made him a lycanthrope, but he used it instead to kill a number of his captors. He has since accepted and embraced his feral nature.
  • The Beastmaster: He can summon canine familiars with Summon Wolves. Feral Impulse, Howl, and Shapeshift also encourage building summoning items like Necronomicon on him as well, since they benefit all units under his control.
  • Blue Blood: Formerly, as an Ambry scion.
  • Canine Companion: His wolves.
  • Creepy Good: Banehallow looks nasty in both his human and wolf forms, but is an undoubtedly heroic character.
  • Critical Hit Class: Shapeshift gives all units under Lycan's control the ability to crit, including Lycan himself. Expect to see a lot of red numbers when he's fighting while Shapeshifted.
  • Cursed with Awesome: Being turned into a werewolf was meant to be a curse, which would force him to maul his own father to death. However, Banehallow's mind was strong enough to remain in control, turning this curse into his greatest weapon.
    Forever a slave to his lycanthropy, Banehallow has come to accept his curse, and embrace his own savagery.
  • Familiar: His summoned wolves.
  • Fragile Speedster: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. They're also extremely fast, but still easily wiped off the map with a few autoattacks.
  • Glass Cannon: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. On the other hand, they hit fairly hard and when under the effects of Feral Impulse and Howl they will do outrageous damage, but still easily wiped off the map with a few autoattacks.
  • Healing Factor: Wolves summoned by level 4 Summon Wolves gain a massive 15 HP regeneration.
  • Husky Russkie: Invoked with his voice actor's Fake Russian accent.
  • Invisibility: His summoned wolves at level 3.
  • Lightning Bruiser: Shapeshift lets him run faster than the normal maximum movement speed (it's locked on 650), and prevents him from being slowed. It also gives him a free critical hit. Good luck trying to get away from him when he's in wolf form.
  • Magically Inept Fighter: Lycan's entire damage output comes from his and his summon's raw physical DPS, boosted by Howl and Feral Impulse. He has no form of nuke.
  • The Minion Master: Necronomicon is a core item for Lycan. The thing is, with the Necronomicon minions, his wolves and damage buff from Howl and Feral Impulse, Lycan is one of (if not the only) the heroes who can lay siege on a tower without any friendly creeps nearby, and actually outdamage the tower's backdoor protection regen rate.
  • Names to Run Away from Really Fast
  • Natural Weapon: His claws in wolf form. He does appear to have claws in human form, but doesn't use them.
  • Noble Fugitive
  • Noble Wolf: Outside of being rather rude, there's nothing really evil about Lycan.
  • Our Werewolves Are Different: Almost entirely wolf when in wolf form. Appears to have burning embers on his mane.
  • Power Up Letdown: Lycan's Aghanim's Scepter upgrade allows one of the three lanes to continually spawn wolves to further push the lane. However, by the time you get this item (whether it be by purchasing it or getting it from at least the 3rd Roshan) your opponent would have already become strong enough to clear out the creep waves which means you're literally just doing nothing more than give free gold to the enemy especially given that they would push the lanes closer to their towers. They won't even benefit from your aura unless you stay close to them.
  • The Rival: To Lone Druid.
  • Shout-Out:
    • His face is similar to X-Men movies' Sabretooth. With Curse of Ambry cosmetic items, he became similar to Hugh Jackman's Wolverine instead.
  • Summon Magic: Summon Wolves
  • Super Mode: Shapeshift temporarily turns Lycan into his true form, increasing his night vision, raising his movement speed to the cap and granting him a critical strike. Using the level 25 talent and an Octarine Core, he can use the wolf form almost permanently (as in, it only has 1 second cooldown)!
  • Super Speed: In wolf form, Lycan's and all of his units' movement speed are raised to 650, making them faster than the normal maximum of 550.
  • Unishment: He was cursed to become a wolf to kill his father, but it went horribly right and he turned against his handlers.
  • Voluntary Shapeshifting: His ultimate, Shapeshift.
  • Wolverine Claws: His means of attack when not in wolf form.
  • Wolves Always Howl at the Moon: His second skill, Howl.

    Magnus, the Magnoceros 
https://static.tvtropes.org/pmwiki/pub/images/Magnus_6314.png
Voiced by: Dempsey Pappion

Magnus is a Magnoceros, a creature living on Mount Joerlak whose horn is highly sought-after by blacksmiths. Unfortunately for them, Magnoceroi are not easy prey. Although he never failed to defend his pack from hunter raids, his Matriarch grew increasingly worried and urged him to relocate to a safer place. Her wishes were ignored, until Mount Joerlak erupted, killing half of his pack. As they fled to safety, the Magnoceroi were ambushed by hundreds of hunters. Much of what remained of his kin perished, and Magnus swore that he would not return until every one of the poachers he believes to be responsible for the eruption has been impaled upon his horn.

Arguably the initiator of Dota, as well as a fairly competent semi-carry, Magnus is capable of turning teamfights around and setting up entire teams to get mowed down in seconds. His first skill, Shockwave is a long-ranged nuke with comparatively low mana cost and cooldown, which also slows enemies and pulls them in slightly. His second skill, Empower grants anyone under its effect a major damage boost, and if they're melee, a powerful Cleave, while his third skill, Skewer pulls quadruple duty as a escape, early-game replacement for blink dagger until he can farm it, nuke, and repositioning ability either by itself, or comboed with Reverse Polarity and Blink Dagger to pull an entire enemy team to their dooms. His Ultimate, Reverse Polarity is a medium area of effect stun that pulls everyone in its effect into a small cluster. All of Magnus' abilities synergize amazingly well with his Ultimate: after catching a group of foes with Reverse Polarity, Magnus can easily hit them all with Shockwave, Skewer them back to his team, and cast Empower to allow himself or his allies to cleave them all with attacks. This devastating combo makes Magnus into one of the most powerful heroes to have when it's time to teamfight.

In Artifact, Magnus is a green hero. His signature card, Empower, modifies a unit with +3 Attack and Cleave.


  • Adaptation Species Change: In the original DotA Magnus was a member of the Warcraft race called Magnataurs, which can best be described as a mix between a mammoth and a centaur. To avoid legal issues he is now a centauroid woolly rhinoceros.
  • Berserk Button: Don't touch his horn.
  • Blade on a Stick
  • Difficult, but Awesome: All but 1 of his skills falls into this: Shockwave is a very thin area nuke with a comparatively slow speed, but has a low cooldown and mana cost, letting a Magnus that can reliably hit it force opponents out of lane. Skewer is a repositioning skill that can drag up to 4 heroes a long distance, being usable to push a ganker away from a low HP hero, drag a hero towards your waiting team or simply ram into them, but like Shockwave, is a very small AoE ability. Reverse Polarity has one of the smallest areas of effects for an ultimate ability, but also combines being a very long stun, forcing all opponents together to land a perfect Skewer or Shockwave as well as make full use of Empower granting a cleave to the melee carry. All in all, Magnus relies on smaller area of effect spells with a more powerful and cheaper effect than counterparts like Tidehunter's Ravage or Dragon Knight's Breathe Fire.
  • Dishing Out Dirt: He can channel tectonic energy to create shockwaves, or pull his foes together.
  • Drop the Hammer: With the Immortal weapon Shock of the Anvil.
  • Dynamic Entry: Skewer or Blink Dagger/Reverse Polarity combo.
  • Evil Poacher: Those who hunt his people for their horns.
  • Fake Special Attack: Reverse Polarity has a relatively long cast time and an easily distinguishable visual effect, allowing Magnus players to fake it by interrupting the animation.
  • Fantastic Racism: Magnus seems to hate the Slithereen, given that he has special kill responses towards all of them that insult their race.
  • Foe-Tossing Charge: Skewer drags every unit he collides with towards his final destination.
  • Herd-Hitting Attack: Magnus can give this to himself or a friendly hero with Empower. Reverse Polarity's also capable of grouping enemies together, magnifying the effects of these.
  • Heroic Sacrifice: It's possible to pull a ganker off your ally with Skewer, but if you don't have Reverse Polarity to follow it up with, or simply don't have enough allies nearby, you end up face to face with a ganker without your escape ability.
  • Horn Attack
  • Hot Skitty-on-Wailord Action: He's attracted to Enchantress: she's a doe, he's a rhino.
  • Impaled with Extreme Prejudice: His third skill, Skewer.
  • Improbable Use of a Weapon: Magnus skewers people on the side of his horn.
  • Improvised Weapon: His Immortal weapon Shock of the Anvil is a hammer made out of an anvil.
  • Lightning Bruiser: Magnus has a movement speed of 315, a very fast charging Skewer, high Agility for a Strength hero, is fairly tough, and has arguably the single most powerful teamfight ability in the entire game.
  • Magic Knight: A common build for Magnus would be to get a Blink Dagger, then focus on DPS-increasing items to boost his damage output, as he has a fair bit of agility growth, a good damage steroid, and can hit large groups easily with his cleave and Reverse Polarity. While not as effective as a traditional carry, it's still quite deadly.
  • Magikarp Power: Of all focused initiators, Magnus is the worst in early game ganks, but the best at late-game high-stakes teamfights, given that he can help his carry farm with Empower, do a fair bit of damage himself, and usually has his ultimate up every teamfight while the other two mass-disable ultimates, Tidehunter's Ravage and Enigma's Black Hole have nearly twice the cooldown and the heroes themselves can't fight as well as Magnus can.
  • Magnetism Manipulation: Reverse Polarity changes properties of matter, sucking all nearby enemies in front of Magnus.
  • Mars Needs Women: Has a crush on Enchantress, who is more humanoid then him.
  • Master of None: Not Magnus himself, but rather his Skewer ability, which pays for being a low-cost repositoning, nuking, slowing, mobility, and escape skill by being not all that good at any of those. Its slow is incredibly short, does less damage than the more easily spamable Shockwave, has a massive 30 second cooldown, can't escape all that well because it's liable to drag heroes with Magnus, and starts from Magnus's location, meaning a Blink Dagger is needed to really use it as a repositioning ability.
  • Meaningful Name: May be derived from "magnetism", based on his ultimate. Alternatively, in fitting with the physics theme, it may be derived from the Magnus effect.
  • Money Multiplier: While Empower doesn't directly increase the amount of gold gained, it grants whoever Magnus casts it on both a damage boost, and if they're melee, a cleave and can increase a carry's farming speed by a very notable amount.
  • Our Centaurs Are Different: His body is centauroid in shape, except that instead of being half-man half-horse, he's more half-man, half-woolly rhinoceros.
  • Prehistoric Monster: He has many traits of elasmotheres and woolly rhinos in his design.
  • Ramming Always Works: Skewer.
  • Reverse Polarity: Used as the name for his ultimate.
  • Rhino Rampage
  • Ring Out: Can invoke this with Skewer to drag other heroes onto a cliff, often during the first moments of the game. What makes this truly hilarious is when he does this to the entire enemy team with Reverse Polarity. Doing so without ending up on a cliff yourself however...
  • Roaring Rampage of Revenge
  • Shockwave Stomp: After sucking all enemies in front of him with Reverse Polarity, Magnus follows up by stunning them with a powerful slam.
  • Spam Attack: Shockwave has a fairly short cooldown and low mana cost. After he gets a Bottle, Magnus can easily use it to harass, last hit and force an enemy out of the lane.
  • Sword Beam: Shockwave consists of a well, shockwave of energy created by Magnus slamming his spear on the ground.
  • Sphere of Destruction: Reverse Polarity appears a huge collapsing sphere moments before it goes off.
  • Use Your Head: Skewer. As he's part rhinoceros, this is to be expected.
  • Vigilante Man

    Mars, the God of War 
Voiced by: Trevor Devall

The God of War had spent eons doing what he likes best: incite mortals into bloody conflict. But even for him, this eventually grew tiresome. In order to sate his boredom, the deity declared war on the other gods, rejecting his old name and taking upon the appellation of Mars. He now fights to tear down the old pantheon and install a new one in its stead.

Mars is a tanky melee hero who can turn the tides of war with his initiation abilities. His first ability, Spear of Mars, throws his lance forwards, damaging the first hero it hits and dragging them back; if the victim hits a wall or tree, they are pinned in place and stunned. God's Rebuke, his next skill, is an attack with Mars' shield that inflicts a critical hit with True Strike to all enemies in range while knocking them back and dealing extra damage to heroes. Bulwark is a passive that greatly increases Mars' durability: his powerful shield decreases all attack damage he takes from the front and sides. Finally, Mars can use his ultimate ability, Arena of Blood, to ensure his dominance: this spell creates a large circular pit, blocking enemies from entering, leaving, or attacking through the wall. This arena is surrounded by undead legionnaires who strike foes who try to escape, pushing them back and damaging them. The synergy of his ultimate ability should be obvious thanks to his two other spells which can push enemies back into the walls for increased damage.


  • Always Accurate Attack: God's Rebuke has True Strike, meaning it ignores evasion.
  • Ancient Grome: Although he's named after a Roman god, his design combines Roman and Greek elements. His shield is Greek but decorated with Roman religious symbols (which, ironically, symbolise Jupiter and not Mars), and he wears a Greek chiton together with Roman pteruges. This is intentional, as his backstory indicates that he only recently changed his name to Mars, implying that he used to be Ares, the Greek equivalent of Mars, but rejected the Greek pantheon in favor of forming a new one.
  • Anti Escape Mechanism: Arena of Blood traps foes inside of an arena, preventing them from running away unless they have spell immunity.
  • Barrier Warrior: Arena of Blood surrounds the targeted area in walls. Enemies outside it cannot enter, while those inside will be hit and knocked back by undead legionnaires if they try to leave.
  • Big Ol' Eyebrows: He has huge, fiery-red brows roughly as long as his face is wide.
  • Blade on a Stick: Mars' weapon of choice is a spear. It also gives him a longer attack range than the norm (250 compared to the standard 150 for melee heroes).
  • Blood Knight: Many of his lines indicate that he absolutely relishes in the carnage of war. Just as you'd expect from the God of War himself.
  • Boisterous Bruiser: Very loud and excitable on the battlefield.
  • Composite Character: Apparently he used to be much more savage and selfish in his early days, but then decided to fight for a greater cause, and changed his name. In Roman mythology, Mars had always been a wise god of just war, but his Greek counterpart, Ares, was a Blood Knight, so his backstory essentially implies that he used to be Ares but then became Mars.
  • Javelin Thrower: Although he mostly wields it as a melee weapon, Mars can also throw his spear with Spear of Mars.
  • Knockback: Both Spear of Mars and God's Rebuke can knock back enemies, which synergizes nicely with Arena of Blood, as enemies knocked into the arena's walls take damage.
  • Large Ham: His enthusiasm for war is very evident from his demeanor.
  • Luckily, My Shield Will Protect Me: With Bulwark, Mars uses his shield to block attacks, though it can't protect him from behind.
  • Pinned to the Wall: If a hero hit by Spear of Mars is knocked into an obstacle, they are pinned in place and stunned.
  • Public-Domain Character: Mars, the God of War from Roman mythology.
  • Shield Bash: God's Rebuke is a shield swing which pushes enemies away.
  • Theme Music Power-Up: Arena of Blood plays a snippet of Gustav Holst's The Planets (specifically, from the Mars movement) while active.
  • War God: If you haven't figured it out already.

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