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Characters / Dota 2 Strength N To Z

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

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


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    Balanar, the Night Stalker 
https://static.tvtropes.org/pmwiki/pub/images/Night_Stalker_9804.png
Voiced by: Tony Todd

The Night Stalker is a being of darkness whose existence predates the concept of daylight. He is the monster that inspires the primal fear of the dark in every being. When the First Day dawned, the race of the night creatures was wiped out, with Balanar being the sole survivor. To this day, he still stalks in the darkness, with his victims serving as a warning to not stray from the light.

Night Stalker is a unique hero — he is the only hero who strongly relies on the in-game day/night cycle to maximize his effectiveness. Although he's slow-moving and has poor vision in the daytime, when the sun goes down Balanar undergoes a transformation; nighttime boosts his speed, attacks, vision range and the potency of his spells - and since most heroes have reduced nighttime vision, it provides Night Stalker the ability to gank from unexpected angles. His primary damaging spell, Void, deals damage, mini-stuns, and slows the target; the slow duration and damage are both reduced during the day. His second active ability Crippling Fear projects an aura of terror, silencing all enemies near the Night Stalker. The duration of the aura is increased at night His passive, Hunter in the Night, is his most important ability, boosting his movement and attack speed during the nighttime, letting him relentlessly pursue his enemies and rip them to shreds. Balanar's ultimate ability Dark Ascension brings his full power to bear, as he takes flight to gain unobstructed vision and a large amount of bonus damage. This ability also turns day into night, giving him free rein to terrorize his enemies. Balanar may be at his most vulnerable in the daytime, but when the sun sets... every hero should fear the dark.


  • Anti Escape Mechanism: Running from Night Stalker at night is very difficult: Void is a highly spammable slow that also mini-stuns to interrupt teleport attempts, Crippling Fear's silence prevents attempts to fight back or escape with abilities, and Hunter in the Night makes Balanar extremely fast, letting him pursue the enemy relentlessly. Finally, Dark Ascension turns day to night, granting Night Stalker his Hunter in the Night bonuses, and also lets him fly over obstacles while gaining unobstructed vision, making it impossible to run or hide from him.
  • The Berserker: Due to his inherent tankiness and massive speed boost from Hunter in the Night, Night Stalker is one of the most aggressive heroes in the game, and can tower dive well quite early in the game to chase his prey.
  • Casting a Shadow: His ultimate, Dark Ascension, instantly turns day into night, and transforming him into a flying unit.
  • Crutch Character: Balanar is extremely powerful during the first night or two in the game with his powerful nuke and disables, blistering movement and attack speeds and respectable durability letting him dominate the competition. However, his poor scaling, slow farming speed, dependence on nighttime, and poor teamfight presence mean that he'll be outclassed by an actual carry later on. Because of this, he is almost never played as a position 1 or 2 hero.
  • Dark Is Evil: Balanar wields darkness, grows more powerful in the dark, and is a monster whose evil deeds are known to all.
  • Day Hurts Dark-Adjusted Eyes: Most heroes have 1800 vision range during the day, which is reduced to a meager 800 at night. For Balanar, however, the values are reversed, giving him full vision range at night but making him half-blind during the day.
  • Defog of War: Dark Ascension grants Night Stalker unobstructed vision, allowing him to see up hills and through trees, on top of his innately very large night vision. His Fan Nickname due to this is "The Legal Map Hack".
  • Difficult, but Awesome: Night Stalker players need to think carefully what are you going to do when you start running towards your prey. This is the reason why many Night Stalker players fail horribly: they are either too reckless and get killed by the tower, or are too passive and do not snowball hard enough.
  • The Dreaded: According to his lore, he's been terrifying generations of children since civilization began.
  • Field Power Effect: He becomes a huge threat during the night. Dark Ascension lets him turn day into night at will, making him a potential threat at any time.
  • Fright Death Trap: Crippling Fear. Though it doesn't deal any damage, it is an extremely long silence provided that Night Stalker can stick to his victim (very easy at night time due to Hunter in the Night movement speed boost), making them easy prey.
  • Game Face: His sideways mouth opens when Hunter in the Night is active, revealing his teeth.
  • Hour of Power: Nightfall, and especially the first night of the game, is Night Stalker's turn to shine. He is unique in that he's one of the two heroes in the game whose abilities depend on the time of day (the other being Keeper of the Light, and only if he has Aghanim's Scepter).
  • Humanoid Abomination: Walks on two legs like a human, but is actually a monster older than the sun.
  • Innate Night Vision: Night Stalker's vision range is 1800 during the night; in contrast, most other heroes only have 800 night vision.
  • Jack-of-All-Stats: Due to a combination of tankiness and damage steroids from Hunter in the Night, a very long silence in Crippling Fear, and roaming ability with Void, Night Stalker is one of the very few heroes in the game that can be played in every position from main carry to hard support. As a core he can tower dive relentlessly with Void and Hunter in the Night and snowball; and as a support he can roam and gank in the early game. However, he's most often played as an offlaner or greedy support since he needs quite a bit of farm to be effective and his late game scaling isn't good enough to give him a high farm priority.
  • Last of His Kind: He's the last of the night creatures.
  • Leaning on the Fourth Wall: He has special voice lines for when night transitions into day, signaled in-game by a rooster's crow. One of them is this:
  • Lightning Bruiser: Night Stalker's passive ability, Hunter in the Night, gives him dramatic movement and attack speed boosts, and since he's a Strength hero (and has respectable Agility growth as well), he tends to have loads of HP and armor late game, making him hard to bring down unless focused on. Oh, and Dark Ascension lets him hit even harder and gives him the ability to fly for 30 seconds.
  • Mechanically Unusual Class: Night Stalker is the only hero in Dota who relies on the in-game day-night cycle to maximise his effectiveness. While other heroes are also affected by the time of day to a certain extent (like lowered vision for most heroes, or Keeper of the Light's Aghanim's Scepter upgrade), Night Stalker's entire kit revolves around exploiting the day-night cycle as much as possible. He's also one of the few heroes that can fly.
  • More Teeth than the Osmond Family: His three-jawed mouth can fit in a lot of teeth.
  • Nightmare Face: During the night, his face splits to reveal a maw with three jaws. Lore-wise, this seems to be how his Crippling Fear skill works.
    A vision of the twisted maw of Balanar etches itself into the minds of the poor souls unlucky enough to cross his path.
  • Noun Verber: He's called the Night Stalker because he stalks at night.
  • Power Nullifier: Crippling Fear silences its target for up to 8 seconds, though it only lasts 3 seconds at all levels in the daytime.
  • The Rival: He has a few rival lines for whenever he kills Lycan.
  • Roaring Rampage of Revenge: And he won't stop until every diurnal creature is dead.
  • Sapient Eat Sapient: His voice lines imply that he eats the heroes that he kills.
  • Super Mode: Dark Ascension gives Balanar flight, flying vision, bonus damage, and turns day into night in order to empower his other abilities.
  • Swirly Energy Thingy: Void:
    Balanar creates a vortex of infinite night, tearing opponents violently into the eternal darkness that once was.
  • Things That Go "Bump" in the Night: His very existence inspires these kind of stories.
  • Time Abyss: Not counting the various immortal Fundamental characters, Night Stalker is one of the oldest characters in the game; according to his backstory, he predates almost every race and civilization in the Dota world.
  • Total Eclipse of the Plot: When Dark Ascension is cast in the daytime, it blots out the sun while still causing time to pass, meaning that daytime is still ticking down during the ultimate. If he gets the level 25 talent to reduce its cooldown, he can turn day into night for 30 seconds at a time every 110 seconds, effectively cutting down the amount of daylight by a little over a quarter.
  • Weakened by the Light: During the daytime, Void and Crippling Fear are laughably weak, and Hunter of the Night does nothing at all. Additionally, he has the shortest sight range of any hero during the daytime, tied with Batrider. He even has various voice lines for whenever it shifts between day and night.
  • Winged Humanoid: He does have wings, although he definitely isn't angelic at all.
  • Wings Do Nothing: Most of the time, he stays on the ground. However, he can take flight using Dark Ascension. He also glides along the ground while affected by the Haste rune, but he can't bypass terrain this way.

    Purist Thunderwrath, the Omniknight 
https://static.tvtropes.org/pmwiki/pub/images/omniknight_3633.png
Voiced by: Bruce Miles

Purist Thunderwrath had spent his entire life in service to the order of the Omniscience. For many years, he fought and crusaded in a holy war, but the horrors of combat started to wear away his piousness. Eventually, his faith failed him, and he refused to continue fighting for a deity that may not even exist. The priests, furious at his defiance and lack of faith, attempted to offer him as a sacrifice to the Omniscience. Before he was thrown into the pits, Purist glowed with holy light, indicating that the Omniscience had chosen to reveal itself to him. Deep within the chambers of Emauracus, Purist finally saw the All Seeing One itself, and heard the story of how it created the world. With his beliefs now validated, the Omniknight found his will restored, and now returns to spread the faith.

Omniknight is the support hero. He is a very difficult hero to play as due to his slow movement speed and attack speed and high mana cost for his spells, but can wreck an entire enemy team if he is played competently, or give tremendous support to his team and bring them victory, even from the brink of defeat. His primary ability, Purification, both heals his allies and deals pure damage to any enemies within its area-of-effect. This can be cast on both himself and teammates, allowing him to save his friends from the brink of death. He can call upon Heavenly Grace to grant an ally increased HP regeneration and status resistance, making them more resistant to disables for a short time. Degen Aura is a passive which slows all foes within Omniknight's range, and greatly reduces attack speed. His ultimate, Guardian Angel, protects all units within his range from physical damage and also increases health regeneration. His Aghanim's Scepter upgrade affects all friendly units on the entire map, even creeps and towers.

In Artifact, Omniknight is a green hero. His Active Ability is Purification, which heals a unit for 3 health, while his signature card is Allseeing One's Favor, which is a spell that modifies a green hero, causing it to grant all allies +2 Regeneration.


  • Anti Escape Mechanism: His passive slows every enemy unit in its radius (and sticks on them for a time after they leave it), and slows through spell immunity. This means that all Omniknight needs to do to win chases is to catch up with his victim, walk alongside, then wait for the rest of the team to show up and finish the target off. Or he can slam the hammer himself with his hefty right-click damage. He can even be played as a core hero, rushing Radiance and hammering the slowed enemy to the death.
  • Anti-Magic: One of his old skills, Repel, would grant Spell Immunity to a unit.
  • "Awesome McCool" Name: Purist Thunderwrath. His name will make you grow a beard as luscious and as manly as him.
  • An Axe to Grind: Some cosmetic items, such as the Winged Paladin's Defiance and the Mace of Heavenly Light replace his hammer with an axe.
  • Badass Beard: His beard gives him a resemblance to Chuck Norris.
  • Barrier Warrior: Omniknight's second skill, Heavenly Grace, gives the target a significant status resistance.
  • Church Militant: Purist is a crusader of the Order of the Omniscience.
  • Color-Coded Wizardry: Was the case before, when his color scheme was blue, which helped indicate him as a healer-type support.
  • Combat Medic: His first skill, Purification, instantly heals the target for a massive amount and simultaneously damages everything around for the same amount (which is also Pure damage, meaning that it ignores magic resistance).
  • Crystal Dragon Jesus: The Omniscience.
  • Difficult, but Awesome
    • Proper use of Purification relies on timing it so that your target is right next to the enemy, however, using it properly shifts the balance of HP by double what it states, as it both heals the ally and damages the enemy by that much. This can literally single-handedly cause an gank to backfire, allow good players surprising lane control and pull a first blood when combined with a good ganking hero.
    • In general, Omniknight can be hard to cast spells with in split-second situations, since he has a notably long cast animation (0.4 seconds between giving him the order to cast a spell and the spell taking effect, whereas the vast majority of other heroes have cast points of 0.3 seconds or shorter). As such, good Omniknight players have to have good predictive sense, and plan their moves out a bit ahead of time.
  • Dispel Magic: Heavenly Grace applies a strong dispel, removing most negative effects from the target.
  • Drop the Hammer:
  • Fixed Damage Attack: A well-timed Purification can deal a huge amount of AoE Pure damage in a small area of effect, while at the same time healing its target, essentially doubling the difference in HP between the heal target and nearby enemies.
  • Good Is Not Dumb: He had the wherewithal to question the higher-ups of the Omniscience, which is why his strength is so real.
  • Good Is Not Soft: One of his quotes imply so, he serves the Omniscience which is referred as merciful... but he's nowhere near its level.
  • Helmets Are Hardly Heroic: Omniknight's default model doesn't wear a helmet.
  • Holier Than Thou: Has some kill quotes aimed specifically at Chen that berate him for how he uses his holy powers.
  • Holy Halo: The Crown of Sacred Light cosmetic helmet can be infused to add a halo above it.
  • Holy Hand Grenade: Purification is hard to hit an enemy with, but deals a lot of Pure damage, making it a very deadly nuke that simultaneously heals an ally.
  • Light Is Good: Wields the holy light of the Omniscience to heal and protect his allies, and destroy the forces of evil.
  • Magic Knight: While he isn't an Intelligence caster, Omniknight relies greatly on his spells in order to make an impact in teamfights. However, his right-click abilities suffer as a result, as his Agility and attack animation leave much to be desired.
  • Magikarp Power: Omniknight is best described as a late game support. Degen Aura is a scaling percentage, Heavenly Grace works best against lengthy, high-level disables, and Guardian Angel grants flat-out physical immunity that doesn't care if the damage in question is the 20 damage hit of a simple creep, or the 4-digit crit of a 6-slotted hard carry, it's still zero. Given that he uses farm very well (big items like Refresher Orb and Octarine Core are very good on him) his impact grows more and more notable over time. The trade-off is that he has little lane presence, isn't able to do much outside of babysitting early game, and is very greedy for a support, needing at least Aghanim's Scepter as a core item (without which it's very easy to whiff Guardian Angel by failing to hit your carry with it).
    • Degen Aura reduces the enemy's movement speed by a percentage rather than a flat amount, which becomes more pronounced in the late game when that percentage is of a larger number.
    • Guardian Angel becomes more effect the higher physical DPS gets, as this allows the allied carry a proportionally bigger advantage, and nukes fall off later on.
  • Mighty Glacier: Omniknight's cast time is abysmal but his spells are some of the highest-impact in the game.
  • Nigh-Invulnerability: Guardian Angel makes all allies within a certain radius of him immune to physical damage (with an Aghanim's Scepter, it becomes global). Combined with Spell Immunity (such as from a Black King Bar), pretty much nothing can damage you.
  • No Celebrities Were Harmed: Omniknight bears a striking resemblance to Chuck Norris, and it was one of his 'funny names' in the original DotA. With his tendency to make his teammates invincible, the 'funny name' kind of make sense, not to mention both of them are pretty religious. All he's missing is just his roundhouse kick.
  • No Experience Points for Medic: He actually still gets XP for kills he is near, but he often doesn't rack up assists because he's melee and only one of his spells damages the enemy, so his final game stats often don't reflect his true contribution.
  • No-Sell: Guardian Angel blocks all physical damage for its duration.
  • The Paladin: He certainly gives the vibes of the ultimate guardian knight, and his quotes oozes on protecting people with faith and light.
  • Personality Powers: An inversion; because of his personality, his third ability, Degen Aura, reduces the movement and attack speed of any enemy near him, because they literally cannot stand being in the presence of one with so much faith.
  • Power Gives You Wings: White angelic wings for the duration of his ultimate. Everyone else affected gains smaller wings too. Even buildings.
  • Rated M for Manly: A badass priest who carries a large hammer, boasts about protecting his allies, has an incredibly deep and persuasive voice, and hits people with a mighty hammer.
  • Religious Bruiser: He does carry a giant war hammer, after all.
  • Schmuck Bait: Going after that heavily injured enemy hero? Omniknight just purified him, he's back in fighting shape and you're no longer in fighting shape.
  • Shoot the Medic First: Picking Omniknight off before a teamfight is crucial, as his physical immunity, healing that doubles as a nuke, and Status Resistance can easily tip the scales of a fight. Don't kill him and you're in for a bad day.
  • Stone Wall: Omniknight is notorious as one of the hardest heroes in the game to kill due to his tankiness, his healing and protective spells, and for his ability to make his teammates equally hard to kill. Unfortunately, his low Agility gain means that he has trouble dishing out damage on the scale that a semi-carry can.
  • Testosterone Poisoning: While this trope isn't as strong in the case of Omniknight, his general tankiness and ability to make his team man up by protecting them from harm, as well as his tendency to jump into the thick of the action (due to being a melee hero and needing to be close to the enemy to take advantage of his passive), certainly makes him one of the manliest supports in the game. It's also helped by a glitch when he was first ported to Dota 2, which caused him to spam the voice line "Fear nothing!" in just about any situation.
  • Weak, but Skilled: Omniknight's base stats and stat growth are all horribly mediocre, being at best average or slightly above average for a Strength hero, with his high base armor being his only notably positive trait. Even worse, given how often he has to cast spells, his average-sized mana pool is often strained to the limit to keep his teammates alive. However, all of his spells are extremely powerful, making him a very tough opponent to take down once he overcomes his mana issues.
  • Weaksauce Weakness: Omniknight's hardest counter is the fact that Heavenly Grace and Guardian Angel can be purged, which makes him easy to counter by heroes with purging abilities, especially Oracle, because he can spam Fortune's End way faster than Omniknight can cast spells.
  • White Mage: He's almost entirely focused around healing and protecting his teammates from harm, although he's not an Intelligence hero.
  • Why Won't You Die?: His main strength is making anyone on his team this, slowing all attacks by a very hefty 34%, leaving them immune to almost all spells for a large duration, makes everyone immune to physical damage for up to 10 seconds, and healing them for a major amount.

    Phoenix 
https://static.tvtropes.org/pmwiki/pub/images/phoenix_2024_5039.png

From the heart of the first sun, the Phoenix was born to spread light and warmth. Over countless cycles of death and rebirth, it created stars across the cosmos. Upon learning of the war of the Ancients, Phoenix spread its wings and flew in the direction of our world in order to bring its power where it is most needed.

One of the rare ranged strength heroes, the Phoenix brings powerful spells that are Cast from Hit Points and are capable of crippling enemies while gradually wearing them down. Icarus Dive, its first ability, causes Phoenix to swoop in an arc, burning foes in its path to slow and damage them over time; this dive can be interrupted at any time in order to help Phoenix position itself optimally. Phoenix can also summon Fire Spirits with its second ability; these solar wisps can be launched at enemies in order to light them on fire, inflicting damage over time and greatly reducing their attack speed. Sun Ray fires a beam of solar energy whose power is based on a percentage of Phoenix's maximum health; not only does it damage enemies who stand in it, it also heals allies. With its ultimate ability, Supernova, Phoenix turns into a sun egg which constantly burns all foes in a large radius. Should enemies manage to destroy this egg, the Phoenix dies, but if it survives its duration, the Phoenix is reborn with refilled health and mana and refreshed ability cooldowns, and foes in the area are stunned by the explosive rebirth.


  • Achilles' Heel: Even if Phoenix places all of its debuffs correctly on the enemy team prior to using Supernova, players have to be wary of heroes with targeted debuff removals or attack speed steroids, since they can dispel the Fire Spirits attack speed debuff and then quickly right-click down the egg by themselves. Examples of this include Legion Commander's Press the Attack, any fast-attacking hero with a Black King Bar, or a Sniper with a Mask of Madness who stays out of the initial fight and doesn't get hit with any debuffs at all.
  • The Artifact: Icarus Dive's name originated from Phoenix's given name, Icarus, in the original DotA. Dota 2 redacted Phoenix's given name, but left the ability's name untouched.
  • Birth/Death Juxtaposition: It is The Phoenix after all, especially when he uses his ultimate.
  • Bonus Boss: Before being added in DotA version 6.70, Phoenix was a secret bonus boss in 6.69.
  • Cast from Hit Points: His first three abilities cost a fraction of his health to activate. His ultimate, Supernova, takes the whole bar, and then gives it back if you survive.
  • Cool Mask: It's hard to see due to textures and coloring, but Phoenix actually is wearing a mask. His Immortal item, the Solar Forge, replaces his mask.
  • Death of a Thousand Cuts: While Phoenix is classified as a Nuker, none of his spells can do any burst damage. Instead, his abilities deal large amounts of damage over time on top of the debuffs, making him extremely deadly in teamfights where the enemy can't reach him.
  • Death-or-Glory Attack: Supernova will result in either refreshed abilities and a load of damage to the enemy (on top of a stun), or death if the enemy can destroy the egg.
  • Difficult, but Awesome: In general, playing Phoenix requires good aiming and mechanical skills, as well as health management since all of his spells cost HP in order to use. However, played right, Phoenix can be a very mobile nuker who can apply very strong slow and damage-over-time debuffs to the entire enemy team, swinging teamfights by himself.
    • Fire Spirits have a very small AoE and require you to aim well in order for them to connect, in addition to staggering the casting in order to get the most out of all four spirits (since it's a damage over time ability, hitting an enemy twice with the spirits only refreshes the debuff duration). However, once it connects, it completely neutralises any autoattacker and does strong damage over time.
    • Sun Ray leaves you completely vulnerable and slow during its duration while costing HP, but used wisely it can allow you to damage enemies while healing your allies, and also grants you the ability to move through impassable terrain.
    • Supernova requires impeccable positioning and timing to get the most out of - bad Phoenix players will probably suffer humiliating deaths thanks to poorly placing the egg. Done right, you deal upwards of 1000 damage on top of a stun, in a whopping 1000 AOE.
  • Dynamic Entry: Icarus Dive has Phoenix swoop in an arc. Although this causes him to return to his starting point, he can use a sub-ability to stop his flight, allowing him to rapidly cross distance while damaging his foes.
  • Empathic Healing: Sun Ray heals allies that it hits and drains Phoenix's health every second it's active.
  • Fixed Damage Attack: Sun Ray deals additional damage that scales with targets' max HP.
  • A Form You Are Comfortable With: He's actually a star. This becomes more apparent during Supernova.
  • Gradual Grinder: His abilities are well suited for slowly grinding down enemies' HP, as they all deal damage over time rather than an up-front nuke,
  • Great Escape: Icarus Dive is considered one of the most powerful escape spells in the game, since it can displace Phoenix by 1400 range very quickly (more than a Blink Dagger, on top of also not requiring any mana or having a forced cooldown upon enemy player damage), and has only a 0.2 second cast animation, on top of the debuff slowing any enemies it hits.
  • Heal It with Fire: Sun Ray serves as a powerful heal in addition to dealing massive damage.
  • Hot Wings: Being a phoenix, it naturally has wings made of fire.
  • Lead the Target: Fire Spirits have a slow travel speed upon firing, making them hard to land on enemies who are actively trying to dodge them.
  • Long-Range Fighter: All of Phoenix's spells have very long ranges, making him very powerful in teamfights as he can close or open the distance between himself and his enemies with Icarus Dive, launch Fire Spirits from 1400 range away (more than vision range at nighttime!), blast enemies with Sun Ray from 1300 range away, and apply Supernova's burn damage from 1000 range away.
  • Take Away Their Name: While his DotA name was Icarus, this was redacted and he is simply referred to as the Phoenix in Dota 2.
  • No Biological Sex: Obviously there's no concept of 'biological sex' for a star like Phoenix.
  • Obvious Rule Patch: Prior to being patched out, there was a very good reason to build Blade Mail on Phoenix.
  • Percent Damage Attack: Inverted, the cost of his non-ultimate spells are all based on his current HP. This means that while summoning Fire Spirits and performing Icarus Dive at full health will shave off almost a third of your maximum health, doing so when you're below 50% HP will cost significantly less. This means that as long as he has mana he can cast any of his spells regardless of what the HP cost is, and he can cast Icarus Dive no matter what since it costs no mana.
  • The Phoenix: No, really? According to his lore, his death and rebirths are what created the stars.
  • Playing with Fire: Like most phoenixes in fiction, it wields the power of fire.
  • Power Limiter: Any targets hit by Fire Spirits receive a massive 140 attack speed reduction - enough to neutralise their right-click attacks.
  • The Power of the Sun: There's Sun Ray, a beam that both damages enemies and heals allies, respectively. And then there's his ultimate Supernova. It sacrifices all of his remaining HP to turn into a glowing sun that deals significant damage over time in a huge 1000-unit radius for six seconds. If the egg survives, it explodes to damage and stun anyone in the burn radius, fills you back up to full hp and mana, and refreshes the cooldowns on your three normal abilities.
  • Sacrificial Revival Spell: Inverted. With an Aghanim's Scepter, Phoenix can bring an allied hero into his Supernova and share its effects. The egg surviving six seconds will refresh the target hero and Phoenix's non-ultimate spells while giving them full HP and mana, while destroying the egg will kill both heroes.
  • Sadistic Choice: If Phoenix pulls off his combo properly right before using Supernova, such a situation can easily arise. Do you, with your attack speed debuff from Fire Spirits and movement speed debuff from Icarus Dive, attempt to approach the egg to attack it and kill Phoenix, all the while suffering huge damage over time debuffs and with the enemy team possibly bearing down on you? Or do you leave the egg alive to engage the other enemy players, while suffering all of the previously mentioned debuffs and damage over time, in the hope that you can kill the enemy before the egg explodes and stuns you, forcing you to deal with a full-health Phoenix whose abilities were refreshed by the Supernova?
  • Schmuck Bait: A well placed Supernova is this for the other team. A Phoenix that's low on health may look like an easy kill, and even if he uses Supernova, it only takes a few hits to kill the egg... except while the team is gathered around the egg to kill it, they're in a perfect position to be hit hard by teamfight skills like Ravage, Black Hole, Reverse Polarity, Epicenter, and the like.
  • Sharpened to a Single Atom: The lore for Sun Ray:
    The vent through which such stellar energy flows is mere atoms wide.
  • Shockwave Stomp: At the end of Supernova, the Phoenix Sun will crash-land, stunning enemies over a large area before Phoenix is reborn.
  • The Speechless: Like Io, except with bird sounds.
  • Squishy Wizard: Like Wisp, Phoenix does not have a large amount of survivability despite being a Strength hero, since he has negative base armor, low Agility growth, and spends his hit points to cast his spells on a frequent basis.
  • Standard Status Effects: Phoenix's abilities focus on supporting his team by applying powerful debuffs on his enemies. He can slow enemy movement speed, drastically cut down their attack speed, or apply a massive area-of-effect stun.
  • Super Speed: Icarus Dive has Phoenix dive forward in an arc in the targeted direction, dealing damage over time and slowing the movement speed of any units he comes into contact with, and then orbiting back to his original position. You can also cancel it partway through if you don't want to return to where you started, making it good for both chasing and getting away.
  • Time Abyss: Each star in the sky was created at the end of one of Phoenix's lives. One galaxy alone contains about 100 billion stars, so even if we interpret "the skies" to mean only one galaxy, Phoenix has lived and died that many times.
  • Wings Do Nothing: Despite flying around, Phoenix can't fly over terrain except during Icarus Dive and Sun Ray.

    Pudge, the Butcher 
https://static.tvtropes.org/pmwiki/pub/images/pudge_4646.png
Voiced by: John Patrick Lowrie

The Fields of Endless Carnage - a place of endless bloodshed, where nothing decays. Thus, it falls to the Butcher to clear the corpse-strewn battlefields through the night, providing meals for the carrion birds. However, the Butcher eventually began to share the tastes of the creatures fed by his work, and soon enough fear of the hulking figure began to propagate as his appetite spread to the living...

Any team that faces Pudge is required to have extreme awareness in order to survive and not fall prey to this grotesque manslayer. His Meat Hook is the quintessential 'Get Over Here' skill on any MOBA: Pudge throws a long-ranged hook which deals a large amount of Pure damage to enemies and drags the first unit it grabs back to Pudge's location, enabling him to isolate heroes even at the most improbable location. He must aim well, or he'll instead drag a friendly unit, which can sometimes allow him to save them by pulling his teammates out of a bad situation. He can even use this ability to snatch runes from afar, which refunds the spell's mana cost. His rotting body can be weaponized with Rot, damaging enemies per second and slowing them, but also damaging Pudge, which has a side-effect of Pudge being one of the few heroes who can deny himself without the assistance of neutral creeps. Flesh Heap is a passive skill which allows Pudge to collect the flesh of enemies who die near him, increasing his strength permanently as he amasses more and more bodies. Unlike most passives, Flash Heap counts any deaths before Pudge learns the skill. Finally, with his ultimate ability Dismember, Pudge holds an enemy in place, stunning and damaging them while he feasts on their flesh in order to restore his health as his cry of "FRESH MEAT!" echoes throughout the entire battlefield. He also slowly draws them closer to him if they began his meal outside his melee range. Pudge's ability to surprise foes from a range and empower himself with each kill means that the enemy team must keep aware of his location, lest they be turned into the Butcher's next meal.


  • Anti Escape Mechanism: Not only can he drag fleeing enemies to him with Meat Hook, but he can slow their escape with Rot or hold them in place for several seconds with Dismember.
  • Art Evolution: Received a texture update on November 2013, removing the exposed intestines and adding a butcher's apron to his belly.
  • An Axe to Grind: One of the two weapon styles he can choose from in the Chains of the Black Death cosmetic set, as well as the weapons from the Champion of Nurgle, Butcher's Wake, Gladiator's Revenge, The Ol' Chopper and Bindings of the Trapper sets are axes.
  • Beard of Evil: Not normally, but with the Chains of the Black Death Set he gains one.
  • Better to Die than Be Killed: Rot damages Pudge, which can be used by skilled Pudges to deny themselves, preventing the enemy team from getting gold an experience from his death.
    Pudge (when denying himself with Rot): "Last bite for me."
  • The Black Death: With the Chains of the Black Death cosmetic set, Pudge becomes host for the plague.
  • Carry a Big Stick: His weapon in the Murder of Crows set, a crow-shaped mace.
  • Cast from Hit Points: Rot damages Pudge himself as well.
  • Chained by Fashion: He gains a flail when wearing the Chains of The Black Death cosmetic set, but uses it as a belt instead of a weapon.
  • Creepy Crows: With the Murder of Crows cosmetic set, Pudge gains a pet crow.
  • Crutch Character: Early in the game, Pudge's Meat Hook into Rot into Dismember combo can easily bring enemies from full health to zero, but because the damage from Rot and Meat Hook is static and the scaling on Dismember isn't too great, he loses a lot of his solo-killing ability if the game goes late. That being said, he's still dangerous later on as an initiator, he just poses less of a threat when alone. As such, Pudge is very rarely played as a core, as Meat Hook is often used more for the utility than the nuking power, and if he snowballs to the point where Dismember is indiscriminately killing things in the late game, you've pretty much won anyway.
  • Damage Sponge: Flesh Heap slowly increases Pudge's Strength each time an enemy dies near him, and gives him increased HP regeneration. A well-played Pudge can therefore end up with a preposterous hit point total before long.
  • Deadly Doctor: The Surgical Precision cosmetic set turns him into one of these.
    Bored with careless slaughter, the butcher takes aim at a new occupation, though he brings the same talent for slaughter.
  • Difficult, but Awesome: To make good use of Pudge, one must master Meat Hook, which newbies are liable to miss or snag on creeps instead. An experienced player, though, can catch his victim through gaps in creep waves or even the Fog of War, dragging them into traps and thus being a valuable supporter. In 7.07 he can even hook runes, increasing his utility as a roaming hero.
  • Does Not Like Shoes: He walks around barefoot.
  • Drop the Hammer: The Heavy Tenderizer cosmetic weapon strongly resembles a maul.
  • Dual Wield: A butcher knife and his signature hook.
  • Evil Is Visceral: A monstrous cannibal crudely stitched together from various body parts. His older model even had his insides exposed until it was patched to add an apron and hide it.
  • Exact Words: Patch 6.79 allows him to purchase Blink Dagger, but grants free pathing for anyone he trapped in cliffs or ledges. But no one said anything about *trees*....
  • Fat Bastard: Possibly as a result of his cannibalism.
  • Glass Cannon: Despite his very high Strength (and appropriately huge raw HP), he is not very durable until late-game: he has almost no base armor, and Rot does a lot of damage to him while it's activated. This can be offset with enough kills/assists to get Flesh Heap stacks, and smart item pickups; good choices include Heart of Tarrasque or Shiva's Guard, both being efficient and having high synergy with his skills.
  • Glowing Eyes of Doom: With the Chains of the Black Death cosmetic set.
  • Hooks and Crooks: His meat hook, which he uses to pull enemies.
  • Human Shield: One of the ways to prevent being caught by Pudge's hook is staying behind creeps.
  • Hyperactive Metabolism: Pudge can heal himself with a simple Dismember meal.
  • I'm a Humanitarian: Pudge started off as a simple butcher, but eventually developed a taste for flesh, human or otherwise.
  • Knife Nut: Has a butcher's knife along with his meat hook.
  • Lead the Target: On top of Meat Hook itself being this, good Pudge play requires adapting to his slow attack animation in order to get enough last-hits to buy what he needs. In general, playing Pudge well requires thinking ahead and in multiple directions in order to outsmart your opponents and overcome Pudge's limitations.
  • Life Drain: Dismember heals him for any damage done, and one of his level 15 talents grants him 13% spell lifesteal.
  • Magic Knight: Though Pudge is a Strength hero, he has little use for his right-click attacks, but instead relies on the massive damage of Meat Hook, Rot and Dismember to gank.
  • Monochromatic Eyes: Has dead, white eyes.
  • No Indoor Voice: Whenever he uses Dismember, everyone in the game will hear him yell "Fresh Meat!" This can also work to his disadvantage, though, as nearby enemies will be alerted to the fact that an ally is in danger and possibly rush to their defense. This is a Mythology Gag to the original Warcraft III mod, where the same thing would happen.
  • Obvious Rule Patch: When many players asked about Valve about the "Fountain Hooking" exploit (that is, using Chen's Test of Faith to return Pudge to the fountain as Pudge throws a hook, dragging a victim into the fountain for a very easy kill), they said that it will be kept as they deemed it too hilarious. However after a competitive deciding match where a pro team manage to score a comeback that shouldn't have been with this exploit, this was patched out during the "First Blood" patch, where Meat Hook now has the target land into Pudge's original position regardless of where Pudge went to.
  • Poisonous Person: Rot releases a toxic, choking gas emanating from Pudge's putrid mass.
  • Projectile Spell: Meat Hook will snag and drag the first unit it touches.
  • Shout-Out: To a Diablo character and to a Mortal Kombat character.
  • Shovel Strike: One of the two weapon styles he can choose from in the Chains of the Black Death cosmetic set.
  • Skill Gate Character: Warding utterly destroys Pudge's attempts to gank. However, skilled Pudge players will adapt and throw more difficult hooks, leading to supports needing to adapt warding positions as well. This leads to an interesting level of progression from the newest players all the way to professionals, where Pudge players have to try to outthink their opponents, or be rendered dead weight.
  • Surprisingly Sudden Death: His modus operandi is to pull a single enemy into the Fog of War away from friendlies, then disable and kill them in a matter of seconds.
  • Stout Strength: Pudge has one of the best starting Strength and Strength growths in the game, which can be further boosted with Flesh Heap — and he ranks amongst the fattest heroes in the game as well.
  • Variable-Length Chain: Meat Hook. Well, not entirely variable length; its maximum length is relative to the skill level.
  • Voodoo Doll: The Murder of Crows cosmetic set adds a doll of Dendi, a professional player that made Pudge even more famous thanks to his performance at the competitive scene.
  • Walking Shirtless Scene: Of the Fan Disservice variety.
  • Was Once a Man: Used to be a simple butcher with the job of cleaning out a cursed battlefield, but after acquiring a taste for the corpses he chopped up, he became the corpulent monster he is today.
  • You Will Not Evade Me: Meat Hook is the grand-daddy of all the other similar skills in other MOBAs, pulling enemies back to you from a long range.

    Crixalis, the Sand King 
https://static.tvtropes.org/pmwiki/pub/images/sand_king_3863.png
Voiced by: David Scully

The sands of the vast Scintillant Waste are harsh, treacherous, and sentient. When it is required to interact with lesser beings, a part of its consciousness enters a shell forged for it by the Djinn of Qaldin, forming the being known as Crixalis. In this body, the Sand King may both converse with the outside world and destroy those it deems a threat.

Sand King is a hero commonly played as a support, who can be a fearsome initiator. With Burrowstrike, his first spell, Sand King rushes underground for a good distance, stunning and damaging any foe in the way. Sand Storm creates a whirlwind of dust that damages foes and turns Sand King invisible as long as he remains within its area of effect. This ability is useful for farming the jungle, as neutral creeps are unable to detect him and fight back (unless you attack, which briefly reveals you). With his passive ability Caustic Finale, the Sand King inflicts a debuff to any enemy he attacks: upon its expiration or the death of the affected unit, the debuff creates a small damaging and slowing explosion, with the damage being increased if the victim dies. His ultimate ability Epicenter is a very powerful spell in teamfights: after channeling for a short time, the Sand King creates an earthquake, unleashing several powerful pulses in an expanding area around him, which slows and severely damages nearby foes. This allows Sand King to devastate several enemy heroes, leaving any survivors weakened enough for his allies to clean up.


  • Beware My Stinger Tail: His tail is paddle-like at the tip and pretty much useless as a weapon. And he mostly uses his claw for normal attacks. Of course, it's also used to trigger Epicenter by beating against the ground, so it's not completely harmless.
  • Big Creepy-Crawlies: Based on a scorpion.
  • Black Mage: His base damage and attack speed are both mediocre, but he makes up for it with his massive spell damage; Epicenter alone can melt an entire team if they're not prepared.
  • Bloody Murder: Caustic Finale is shown as a explosive blast of blood, even if the target are mechanical (siege creeps), tree person (Treant Protector), a being of ice (Ancient Apparition), etc...
  • Blue and Orange Morality: As the physical manifestation of a sentient desert, he as a negative view towards greenery and vegetation.
  • Charged Attack: Epicenter needs to channel for 2 seconds before activating. Skilled Sand King players usually activate this before using Blink Dagger to enter teamfights.
  • Deadly Dust Storm: Can create a sand storm that sets himself invisible and damaging anyone that comes within the storm. The storm persists as long as Sand King stays in place, which can be very long. In 7.07, the talent for Sand Storm also deals increased 50 damage per second and slowing the enemies affected by 50%.
  • Death of a Thousand Cuts: Each Epicenter pulse doesn't hit that hard actually, it just hits twice a second for 4-6 seconds. Sand Storm is even better an example, doing 50 damage every hit, twice a second for an utterly ridiculous duration, it only takes 3 seconds for it to do the same damage as the average nuke.
  • Difficult, but Awesome: Setting up a proper Epicenter is very hard to pull off, but doing so properly does damage comparable to Finger of Death or Laguna Blade but to everyone in range.
  • Dig Attack: Burrowstrike, as the name suggests, sees him diving underground and charging around while beneath the soil.
  • Dishing Out Dirt: In a way, Sand King is a disembodied mind with these abilities, and his body is actually a doll made of earth being manipulated with this kind of power. In-game, he uses these powers in Sand Storm to create a whirlwind of sand, and Epicenter to cause a powerful earthquake.
  • Dynamic Entry: The first sign of Sand King's presence in a teamfight is often a Burrowstrike or blink in after channeling Epicenter away from the action.
  • Earthquake Machine: His tail is a magical example.
  • Fast Tunnelling: Burrowstrike allows him to move very quickly underground, and also stuns all enemies in the way.
  • A Form You Are Comfortable With: Sand King's body is made entirely of earth, being manipulated from afar by the Scintillant Wastes in order to allow it to exist physically.
  • Genius Loci: The Scintillant Waste that uses him as a Remote Body.
  • Glass Cannon: He makes up for his lack of durability with sheer AoE magical damage output, maneuverability and disables with Burrowstrike and the ability to dodge projectiles with Sand Storm.
  • Glowing Eyes of Doom: His eyes glow green.
  • Gradual Grinder: His approach to jungling, which consists of using Sand Storm to grind away at the enemy's health while being invisible and thus unattackable.
  • Hitbox Dissonance: If Sand King gets forcibly moved during Sand Storm without interrupting the ability (by something like Force Staff or an allied Pudge's Meat Hook, for instance), the damage area follows him but the visual effect remains in place. Hilarity Ensues if the enemy doesn't notice that the sandstorm isn't doing any damage, as it can lead to them wasting a bunch of spells on absolutely nothing.
  • Impaled with Extreme Prejudice: Victims of Burrowstrike.
  • More Teeth than the Osmond Family: Sand King has a noticeable underbite.
  • Our Genies Are Different: The Djinn of Qaldin mentioned in his backstory, who crafted his exoskeleton.
  • Overshadowed by Awesome:
    • For a long time, Caustic Finale, an attack modifier that causes enemies affected by it to violently explode upon death. On paper, it's a good farming and pushing skill, but in practice, it's hard to land in a teamfight (Epicenter can clear creep waves too fast for Caustic Finale to kick off) while Sand King already has an even better farming and pushing tool in the form of Sand Storm (since it renders Sand King invisible, it can be used to safely jungle early game or to disjoint projectiles, and the mana cost is negligible).
    • More recently, with buffs to Caustic Finale, it is by far the preferable skill, and allows Sand King to be run solo offlane and harass melee carries. Ironically, Sandstorm is now viewed as impractical, with most players only opting to pick up a value point in order to disjoint projectiles and escape ganks.
  • Poisonous Person: With his Caustic Finale. Engaging him while accompanied by a few of your allied creeps is not a good idea, as he can just take out your creeps, making them explode and damage you and the rest of your allies in the process.
  • "Pop!" Goes the Human: When a unit affected by Caustic Finale dies, it violently explodes.
  • Quicksand Sucks: Epicenter, which damages and slows enemies. From its description...
    Many an explorer was lost to the quicksands of the Scintillant Waste.
  • Remote Body: The Sand King entity is one of these for the Scintillant Waste.
  • Scary Scorpions: And rock scorpions that can trigger earthquakes are even scarier.
  • Schmuck Bait: An extremely early version of Sand King had a passive skill called Dust Trail, which slowed down and caused enemies to miss by a large margin. The description includes the warning "Do not, under any circumstances, learn this skill if you are Sentinel (Radiant)". The reason for this was that the ability was bugged to affect Sentinel units regardless of what team you were actually on. Anybody who leveled this skill could expect a nasty reaction from their team.
  • Sentient Sands: The embodiment of a sentient desert.
  • Shout-Out:
  • Smoke Out: Sand Storm's most common use (especially after a buff that gave it guaranteed 3 seconds of invisibility), although it uses a cloud of sand. However, it's a channeling spell; doing anything else will interrupt it.
  • Soft-Spoken Sadist: His voice is quiet and reserved, bordering on Creepy Monotone.
  • Squishy Wizard: Despite being a Strength hero, his low base Strength and item build (which has no durability item whatsoever) leave him very fragile when compared to other Strength heroes, and even various Intelligence and Agility heroes have higher HP than him.
  • The Stoic: Sand King's not much for shows of emotion. He'll help himself to the occasional Evil Laugh when killing an enemy hero, but that's about it.
  • Weaksauce Weakness: Sand King has a rather long list of vulnerabilities to rather mundane items or abilities, especially when it comes to Sand Storm, including Sentry Wards, Dust of Appearance, and any Area of Effect stun (mini- or otherwise) or knockback (both of which also interrupt Epicenter and put it on cooldown before it can even go off if he's hit mid-channel). Sand Storm's rather obvious area of effect certainly doesn't happen matters.
  • Weather of War: Sand Storm continually deals damage to anyone inside it.
  • Why Am I Ticking?: Caustic Finale turns the enemies into walking bombs, detonating on death or when the debuff expires.
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    Slardar, the Slithereen Guard 
https://static.tvtropes.org/pmwiki/pub/images/slardar.png
Voiced by: Sam A. Mowry

In the deepest abysses under the sea lie a treasure trove of untold riches, guarded by the proud Slithereen. Among them is Slardar, a loyal guardian with both strength tempered by crushing pressure and a thorough knowledge of the deeps. Thieves seeking to steal from the deeps rarely succeed, as Slardar will pursue them relentlessly both through the waters and across the land to reclaim what they stole and end any threat to the seas.

Slardar is a vicious melee hero capable of initiating a fight, crushing the enemy with brute strength, and then hunting down the survivors. Guardian Sprint lets him keep pace with all but the most elusive opponents with a massive surge of movement speed, which is amplified even further in the water. Upon catching a foe, he can hold them down with his Slithereen Crush, which stuns nearby enemies and then slows them afterwards. Slardar can then pin them down further with Bash of the Deep, which inflicts a stun and bonus damage on every fourth attack Slardar launches. His ultimate ability, Corrosive Haze, marks a target for death, reducing their armor and granting vision over them - even if they go invisible. As Bash of the Deep and Slithereen Crush both deal physical damage, this greatly amplifies Slardar's damage output and lets him easily overwhelm his prey. When hunted by Slardar, there is nowhere to run or hide.


  • Adaptation Species Change: Was a Naga in DotA (though his title and Slithereen Crush remained unchanged).
  • Alluring Anglerfish: His model in Dota 2 pre-remodel was based on this fish.
  • Animal Gender-Bender: Despite being male, pre-remodel Slardar had a glowing lure, which only female anglerfish possess in real life. It's still there in some of his cosmetic items.
  • Anti Escape Mechanism: Every single one of his abilities is designed to make running from him a pointless endeavor.
    • Guardian Sprint gives him a large movement speed boost (even faster when he's running on river), and lasts far longer than other boosts like Surge or Windrun.
    • Slithereen Crush is an AoE stun with a small slow attached to the end, letting him stop enemies in their tracks.
    • Bash of the Deep lets him extend stuns from Slithereen Crush if he has enough attack speed to proc it before the first stun ends. With sufficient attack speed, he can even leave an enemy permanently stunned unless they're saved by an ally.
    • Corrosive Haze reveals targets and applies True Sight on them, meaning that the only way to run away from him is by blinking or purging the debuff and hoping that you're out of range for him to simply cast it on you again. Of course, he's usually got his own Blink Dagger so even that may not work.
  • Arch-Enemy: It isn't mentioned at all in his backstory, but his Corrosive Haze lines suggest he really hates Riki — somewhat appropriate, due to Slardar's abilities seemingly tailor-fitted for enemies as evasive as Riki.
  • Armor-Piercing Attack: Corrosive Haze reduces armour. It also makes its target visible to Slardar.
  • Art Evolution: Slardar received a remodel in Patch 7.00, which makes him strongly resemble his DotA model and removes his lure.
  • Badass Normal: He's just a normal fish-man; none of his abilities are magical in nature. Guardian Sprint and Bash of the Deep are purely physical feats, Slithereen Crush is an ordinary Shockwave Stomp, and Corrosive Haze is the result of Slardar soaking an enemy with brine.
  • Bizarre Sexual Dimorphism: He is of the same species as Naga Siren, although they look very different.
  • Carry a Big Stick: His Weapon of Choice, made in the shape of blunted Prongs of Poseidon.
  • Damage-Increasing Debuff: Corrosive Haze decreases armor and gives Slardar true sight of whoever he's targeted.
  • Home Field Advantage: As a denizen of the water, Slardar gains extra movement speed when using Guardian Sprint in the river. With Aghanim's Scepter, he can create a puddle anywhere with Slithereen Crush, granting him this bonus, and also gains increased armor, health regeneration, and status resistance while in water.
  • Judge, Jury, and Executioner: It's rather unlikely Slardar takes thieves back to court to give them a fair trial.
  • Lightning Bruiser: Slardar can move extremely fast with Guardian Sprint, and his other skills make him one of the most powerful 1v1 heroes in the game. Fittingly, he also has one of the highest Agility growths for a strength hero, letting him capitalize on his bash.
  • MacGuffin Guardian: His purpose in life is to guard the treasures of the deep, as well as chasing down the occasional thief who manages to make off with some of it.
  • Magically Inept Fighter: He does purely physical damage, including the added damage of Bash of the Deep and Slithereen Crush, all the better to take advantage of Corrosive Haze.
  • Making a Splash: With Aghanim's Scepter, Slithereen Crush'' creates a large puddle of water, granting Slardar various bonuses while standing in it or the river.
  • Night-Vision Goggles: At level 20, he can get a talent which increases his night vision to be equal to the standard daytime vision.
  • Obvious Rule Patch: One of the balance changes that happens during 6.85 is that Bounty Hunter's Track no longer provides vision around the targeted hero, just the true sight and silhouette around it. Then players realized that Corrosive Haze, a similar revealing skill still has that vision revealing effect and by 6.85 meta, Slardar has essentially replaced Bounty Hunter as the top pick when it comes to giving vision and in turn, information on the enemy. Come the next patch, Corrosive Haze ended up suffering the same fate as Track; only revealing true sight and silhouette of the targeted enemy.
  • Our Mermaids Are Different: He is overall mer-shaped in appearance. The Pirate Captain Announcer even mistakes him for one.
  • Random Number God: Previous versions of Bash of the Deeps had a random chance to bash on each attack: with luck, you could keep an enemy permanently stunned, but there was also a possibility of not landing any bashes and allowing them to get away.
  • Red Eyes, Take Warning: He has red eyes, and will chase anyone who dare steal the Deep One's treasures in order to bash them to death with his mace.
  • Shockwave Stomp: Slithereen Crush is a slam that stuns and damages nearby enemy units.
  • Shout-Out: To the Cthulhu Mythos. He is one of the Deep Ones, and as he dies and respawns he may say these lines from "The Nameless City":
  • Sssssnake Talk: To a far lesser degree than fellow Slithereen Slithice the Naga Siren, but his accent still leans towards this.
  • Strange Cop in a Strange Land: He is a resident of the sea, but must venture onto dry land in order to catch some crooks.
  • Sudden Name Change: In version 7.00, three of Slardar's abilities were renamed: Sprint to Guardian Sprint, Bash to Bash of the Deep, and Amplify Damage to Corrosive Haze.
  • Super-Persistent Predator: Slardar is known for never letting thieves escape. Ever. No matter how far he may have to chase them. Within the gameplay itself, Corrosive Haze reveals the victim for an extended period, and his other skills make him an excellent chaser.
    Slardar (after a long chase): I cross the world to take you down.
  • Super Speed: Guardian Sprint grants Slardar a large boost to his movement speed. In the river, this effect is not only increased, but he can also go over the normal movement speed cap.
  • Training from Hell: Since he's spent his entire life at crushing depths, Slardar is extremely strong and durable, according to his lore.

    Barathrum, the Spirit Breaker 
https://static.tvtropes.org/pmwiki/pub/images/Spirit_Breaker_464.png
Voiced by: Fred Tatasciore

Barathrum, the Spirit Breaker, is a ferocious elemental from a higher plane of existence. Repercussions from the war of the Ancients reached even into his realm, and so he chose to guide the conflict towards a conclusion which would benefit him and his hidden master. Taking upon a physical form inspired by the greatest beasts of our world, the Spirit Breaker is a force to be reckoned with.

Charging across the battlefield, Spirit Breaker is a frightening ganker who can choose a target from anywhere on the map. With his signature move, the global-ranged Charge of Darkness, Spirit Breaker makes a beeline for any enemy unit, gaining enhanced movement speed during his charge. The target, and any enemy standing in the way, will be struck with a Greater Bash, stunning them and knocking them back while inflicting additional damage based on Spirit Breaker's movement speed. This bash is also used by his ultimate ability, and has a passive chance to be applied with his normal attacks as well. Bulldoze can be used to temporarily increase Spirit Breaker's status resistance and movement speed, further increasing his bash's damage. Finally, his ultimate ability, Nether Strike, causes the Spirit Breaker to teleport behind an enemy, inflicting them with a Greater Bash with additional damage. Good awareness of the map is required to avoid a mace-to-face meeting with this charging bull, as he can strike from anywhere at any time.


  • Adaptation Species Change: Like Earthshaker and Elder Titan, he was a Tauren in DotA. He still retains the most bull-like form of the three.
  • Crosshair Aware: Allies of Spirit Breaker (and he himself) can see a zodiac Taurus symbol over the Charge of Darkness target. Before the 6.75 patch the target was also alerted about the charge via Status Buff icon roughly 4 seconds before impact.
  • Cycle of Hurting: If lucky and fast enough, he can stun-lock any foe for a very long time, and his active abilities can be used to compensate for unlucky streaks.
  • Difficult, but Awesome: Spirit Breaker's gameplay revolves around 2 area of effect skills with clumsy single-target targetting and delays. Properly using them can bring some of the best BKB-penetrating area of effect and spammable lockdown in the game, great nuking potential, and knock opponents around, but doing so means choosing a target for a spell quickly and position to get it off right.
  • Epic Flail: His signature weapon is a ghostly ball and chain.
  • Gratuitous Latin: "Barathrum" means "underworld" in Latin.
  • Field Power Effect: One of his old skills, Empowering Haste granted bonus movespeed to Spirit Breaker and nearby allies. In even earlier DotA versions, this also gave him a damage bonus relative to his total movespeed. Later versions nerfed this damage bonus, moving it instead to the percentage-chance Greater Bash.
  • Flash Step: Nether Strike has him disappear, then reappear next to the target to deal massive magical damage.
  • Foe-Tossing Charge: Charge of Darkness will cause Spirit Breaker to run through anything and everything, homing in on the target from any place on the map, knocking back any opponent he passes through.
  • A Form You Are Comfortable With: Barathrum is normally an incorporeal being from another plane, but he shaped his body into one combining human and bovine characteristics as these animals embody strength and intelligence.
  • Glowing Eyes of Doom: If you see his glowing red eyes coming at you, you'd better prepare yourself for a face full of mace.
  • Horned Humanoid: The bovine features he gave his body include large bull horns.
  • Implacable Man: Bulldoze temporarily grants Barathrum a large amount of Status Resistance, allowing him to shrug off most disables.
  • Knockback: Greater Bash smashes foes so violently, they're sent flying back on top of being stunned.
  • Lightning Bruiser: One of the best examples, being both a Strength hero and one of the fastest in the game. This power is somewhat offset by his limited moveset.
  • A Load of Bull: Has a minotaur-like body with hooves and horns.
  • Meaningful Name: "Barathrum" means "underworld" in Latin (technically, it means "gully" or any otherwise deep, dark, gloomy hole, but the figurative meaning is still that).
  • Noun Verber: The name "Spirit Breaker" indicates that his attacks destroy you not only on the physical plane, but also the spiritual.
  • Poor, Predictable Rock: Both of his active abilities are centered around Greater Bash, and he can do little more without items.
  • Primal Stance: He walks on all fours. Well, except for the hand he uses to hold his flail.
  • Random Number God: The most hilarious aspect of Spirit Breaker is his Greater Bash skill. You might think 17% is a low chance to proc... until he bashes you on the first hit. Then twice in a row. Then thrice. And then he takes the 25% Bash chance talent on level 25 (meaning his Bash will hit you at 42% chance)...
  • Red Eyes, Take Warning: A space-cow with glowing red eyes isn't something you want to see charging at you.
  • Roar Before Beating: Barathrum roars when casting Charge of Darkness and Nether Strike.
  • Savage Piercings: He wears a ring in his nose and multiple in his ears.
  • Selective Gravity: His flail seems to have no weight at all, floating in the air when he's standing still, but is heavy enough to knock back enemies when it hits.
  • Skill Gate Character: Spirit Breaker is feared in low-level games where map awareness and warding aren't skills that most players possess. Most of the time, no one will be aware of his charge until they're being smacked in the face by his flail, making it easy for him to kill unsuspecting players. In higher level games, proper warding will make it much easier to tell where the Spirit Breaker is charging, and to prepare for him.
  • Super-Persistent Predator: Once Spirit Breaker charges an enemy, he will keep charging until he hits his target (unless he is stunned/somehow disabled or his controlling player deliberately breaks the charge). If charging from across the map, he will cross over mountains, through the jungle, past towers, across the river, et cetera.
  • Super Speed: Charge of Darkness grants him a fixed movement speed and allows him to bypass movement speed cap during the duration, meaning that he can always catch up to almost any target. And it can be further increased with items or, for giggles, Dark Seer's Surge.
  • Surprisingly Sudden Death: Since his charge doesn't alert the target and he's one of the heroes who can keep up the stun for several seconds, he's very effective at surprise ganks.
  • Unskilled, but Strong: All he has in terms of damage output is his ultimate and a chance to bash on his normal autoattacks, but he doesn't need much else to win in one-on-one ganks or teamfights.
  • Weaksauce Weakness: The biggest weakness of Charge of Darkness is that it gets interrupted by basically anything other than damage or slows — even things like Force Staff, which generally doesn't qualify as a disable - thus preventing the stun and wasting the cooldown. If the enemy sees Spirit Breaker charging at them, the charge attempt can quickly backfire.

    Sven, the Rogue Knight 
https://static.tvtropes.org/pmwiki/pub/images/Sven_2669.png
Voiced by: David Scully

Sven is a hybrid man born from a Pallid father and Meranth mother, with both races treating him as an abomination, raised solitarily in the Shadeshore Ruins. His father was later executed by the Vigil Knights for violating Vigil Codex and his mother died due to the shunning, making Sven adopt the belief that there is no honor in social order, but only on one self. After he cared for his mother to her last breath, Sven offered himself as a novice of the Vigil Knights, learning everything he could from the group that he hated and ostracized him as well, but without revealing his identity. After rising up ranks and ready to be inducted officially during the In-Swearing, Sven took on the Outcast Blade and enacted his revenge, shattering the Sacred Helm and burning the Vigil Codex (and presumably killing all Vigil Knights he came across). He then strode away from the Vigil Keep, still following the conduct of a knight, his private code. In a sense, Sven is still a knight, but a rogue one.

Sven is a melee Strength hero who specializes in raw physical damage, both the dealing and taking thereof. He boasts a lot of self-buffs that enhance his already incredible strength as he leaps into the enemy ranks. Storm Hammer, his only ranged skill, has him throw his magical gauntlet towards an enemy, stunning the target and anyone nearby in a circular area. With his Great Cleave, Sven gains a cleave attack, allowing his normal attacks to also damage enemies near his target. Using his Warcry, Sven roars, pumping up the movement speed of him and his nearby allies while granting them a shield that absorbs a certain amount of damage, allowing them to charge into battle or retreat with haste. Lastly, his ultimate, God's Strength, has Sven unleash his full power, granting him a large amount of bonus strength while multiplying his damage, making his attacks devastatingly powerful. Sven's versatility and strength makes him a solid ally, and if he's around, you can be assured that he is here to pump you up!

In Artifact, Sven is a red hero. He has the Continuous Effect Great Cleave, which grants him Cleave equal to half his Attack. His signature card is God's Strength.


  • Anti-Hero: He's a knight, following HIS OWN code of chivalry. Although not evil, if you ever cross it, you're going to get cleaved. Ask the Vigil Knights of how it turned out.
  • Armor-Piercing Attack: Cleave damage is not actually reduced by armor, nor is it evadable. While this is true of all cleaves, most are too weak for this to have much practical effect. Great Cleave on the other hand, is a full two thirds of Sven's damage, enough that often his cleave is more damaging than the main attack.
  • Badass Normal: Despite all his Shock and Awe effects, it's implied all Sven's doing is being that goddamn strong, such as slinging his gauntlet at enemies with enough force to stun all of them.
  • The Berserker: His playstyle emphasizes rushing into the midst of the fight to deal as much damage as possible during his stun and buffs.
  • BFS: The Outcast Blade. Well, all of his cosmetic swords, really. His passive, Great Cleave, allows him to spread a percentage of his damage to all nearby enemies every time they attack, ignoring armor.
  • Blasphemous Boast: If Sven kills an enemy Zeus, he shows that he has little opinions towards deities in general.
  • Borrowed Catch Phrase: A hilarious one with Enchantress:
    Sven (killing Enchantress): Go sproink yourself!
  • Butt-Monkey: In Valve's demonstration videos of Hero abilities, Sven is always the Hero used to demonstrate the abilities' effects. This has since spread, with the help of DotaCinema, to fan videos as well.
  • Charles Atlas Superpower: It's implied from the texts of his abilities that they are all the result of his extreme strength and little else.
  • Cool Helmet: A knight's helmet with huge horns. Even Kunkka agrees it's cool and wants Sven to be his helmsman because of that helmet.
  • Critical Hit: Sven doesn't have any built-in crits, but if he crits for any reason (read: Daedalus), it will hurt. A fully farmed Sven with God's Strength active can hit upwards of over 2000 damage.
  • Darker and Edgier: Zig-zagged. Sven in the old DotA was just a solid defender of justice as a backstory and a Boisterous Bruiser with "Pumping Up" jokes in his skillset definitions, but he uses the evil Tichondrius voice set. In Dota 2, the "Pumping Up" jokes vanish, and he became more rogue-ish, betraying the Vigil Knights and possibly slaying them because they violated his personal honor of being a Half-Human Hybrid (after learning from them) although he would still follow the conduct of a normal knight. However, his voiceset is decidedly more honorable and knight-like (if rather Rogue-ish). He's also more of a solitary loner than a boisterous guy.
  • Dark and Troubled Past: We're only given tiny details, but Sven's childhood is definitely no walk in park, since he had to endure a lifetime of insults and being considered an abomination because of being a half-Pallid Meranth, his mother being shunned the same way, and his father executed.
  • Difficult, but Awesome: Actually hitting groups with Storm Hammer, thanks to its fairly slow projectile and unit-targetting requires a fair bit of prediction on which enemies are going where. And then you kill them all with your massive physical DPS.
  • The Faceless: His face is obscured by his helmet.
  • Fashionable Asymmetry: He has huge armor plates on his left arm. One of the item descriptions explains they're a counterweight to his sword.
  • Gameplay and Story Segregation: The skill flavor text of Warcry says "Calling a few lines from the Vigil Codex fortifies Sven's obedience to his rogue code. So poetic!". Yet, whenever Sven uses Warcry, he's just roaring loudly. So is Sven's roar just that damn poetic, or the Vigil Codex just consists of incoherent roaring?
  • Glowing Eyes of Doom: When under the effects of God's Strength.
  • Guttural Growler: Game's prime example.
  • Half-Breed Discrimination: He's considered an abomination by everyone that came across him, excepting heroes that see his strength more than his heritage.
  • Half-Human Hybrid: In DotA, he was half human and half Night Elf. In Dota 2, half Pallid Meranth (mother's side) half Vigil Knight (father's side).
  • Herd-Hitting Attack: Great Cleave is the single most powerful cleave in the game (barring the cooldown-limited Tidebringer), in both area of effect and percentage damage. In many cases with heroes that can avoid attacks or have extremely high armor, it's actually better to hit people near your intended target since cleave is affected by neither evasion nor armor. And to note, once Sven learns this skill, it becomes his basic attack without any cooldowns whatsoever (like getting a free Battle Fury).
  • Heroic Bastard: The son of a (presumably human) Vigil Knight, and a Pallid Meranth.
  • Hour of Power: God's Strength lasts for a limited duration after being activated, and can triple his base damage (also increasing his Strength), making him a prime candidate to build damage items on.
  • Improbable Use of a Weapon: How exactly he cleaves large groups by stabbing or shoving his BFS and making overhand swings, one can only guess at.
  • "Instant Death" Radius: Getting near a fed enemy Sven is a very bad thing. He doesn't even have to notice you, simply being in his cleave radius for a second or so is often a death sentence for squishier heroes.
  • I Work Alone: Sven has this in his mindset, leading a solitary life following the conducts of a Knight, and one of his quotes if his team is defeated is "Should've done this myself." But since this is an ARTS game...
  • Knight In Sour Armor: Sven will protect the weak as befitting of a knight. However, his years of abuse and isolation for being a half Pallid Meranth left him rather somber and gave him a disdain on typical chivalries, like Omniknight or Chen (although he occasionally would compliment Omniknight).
  • Magikarp Power: Not particularly dangerous early on, but he gets over it quick, and with 1 or 2 items, is already a threat fully capable of tearing through a team with backup, and can farm extremely rapidly thanks to Great Cleave.
  • Mighty Glacier: His main weakness is his vulnerability to kiting as he's slightly slower than average at best, and Warcry isn't all that useful as a speed boost. His usual item choices (usually a Blink Dagger) tend towards fixing this, making him a Lightning Bruiser in most fights.
  • Money Multiplier: Great Cleave lets him clear most camps simply by killing the largest creep, rapidly gaining gold and experience at a time where other carries are still farming for items to help them farm faster. Even at level 2 Great Cleave already surpasses Battle Fury, disposing neutral camps quicker. Later levels also make clearing out stacked ancients a trivial task. Warcry helps as well, since under its effect, Sven can negate most of the incoming damage with a lifesteal item, and it also increases his movement speed so he can walk from camp to camp to clear them faster.
  • Mythology Gag: Sven's design is clearly evocative of a bare-chested barbarian, despite simply wearing two sets of plate armor, This is based on his Dota All-stars incarnation, which used the blue Overlord model, utilizing the red Felguard one as his Super Mode. Additionally, his original Felguard blade appears as a cosmetic item.
  • One-Man Army: One of the best heroes at getting Rampages, even by himself if the enemy is grouped up, thanks to his area stun and damage output.
  • Power-up Full Color Change: Casting his ultimate turns him (and occasionally his sword) red.
  • Rated M for Manly: His first skill throws a rocket punch made of thunder, and his general playstyle emphasizes he should have no fear of diving in the middle of the enemy team, causing as much damage possible. Sven himself is often considered one of DOTA's manliest heroes, with Great Cleave, every enemies nearby is forced to feel a portion of Sven's great strength, damaging them (and he needs no cooldown (it's a passive), or money (buy a Battle Fury) for that). If he has Aghanim's Scepter and God's Strength gives him an aura that increases everyone else's base damage in a certain percentage. Meaning that he's so manly that his presence pumps everyone up!
  • Razor Wind: To indicate how far the Great Cleave damage reaches past the sword's length.
  • Roaring Rampage of Revenge: In his backstory, Sven kept his hatred to the Vigil Knights as he learned from them. On the day of In-Swearing, Sven pretty much channeled his years worth of pent-up hatred and vengeance to his father's execution by rampaging at the Vigil Knights with the Outcast Blade, slaughtering them. Since he's also a Screaming Warrior, we assume that there's a lot of literal roaring in the scene of carnage.
  • Rocket Punch: Storm Hammer launches his enchanted gauntlet at the enemies.
  • Rouge Angles of Satin
    • Ironically, God's Strength turns Sven red. He really is a rogue rouge knight!
  • Scary Impractical Armor: Sven wears a normal set of armor, and a second set of giant barbarian-style plates on top of the first set.
  • Screaming Warrior: His Warcry gives himself and nearby allies a speed boost and a shield. And he generally screams a lot.
  • Shout-Out: His name is a reference to a wrestler, whose signature skill was to get 'Pumped Up'. His original Dota fun name is even Arnold Schwarzenegger.
  • Shock and Awe: Storm Hammer has lightning effects, and he gains Glowing, lighning-emitting eyes and crackling lightning whenever he attacks during God's Strength.
  • Simple, yet Awesome: Only has his ranged stun as a direct target spell, and the rest are mostly passive buffs, and his play style is to get near the enemy and then start whacking them dead with normal attacks.
  • Status-Buff Dispel: Storm Hammer will inflict a soft dispel on targets if the appropriate level 15 talent is taken.
  • Super Mode: God's Strength, Sven's ultimate, amplifies his base damage to up to triple its original value and increasing his Str for 25 seconds and doubles nearby allies' base damage for its duration as well if he has an Aghanim's Scepter.
  • Super Strength: Sven in a nutshell, excepting Storm Hammer, all of it are about mighty display of absurd levels of strength and toughness. Great Cleave have him constantly slash so powerfully every nearby enemies feel his strength, War Cry concentrates his strength onto his body, it pumps up his toughness and his allies' as well. God's Strength is the most traditional depiction of the trope: Making Sven's already great strength rise up to absurd levels that every slashes is going to hurt a lot harder. Even Storm Hammer is implied to be partially Sven slinging an enchanted gauntlet at the enemy really hard.
  • Surprisingly Sudden Death: Echo Saber greatly increases Sven's deadliness, as two attacks within a second with God's Strength active will tear apart just about anything within his cleave radius before they can react.
  • Testosterone Poisoning: Sven is here to pump you up! With Warcry (pumps up your toughness and speed) and upgraded God's Strength (pumps up your strength).
  • There Is No Kill Like Overkill: If you're far enough ahead in the game that you've got enough money to buy it, Daedalus will end up turning Sven's autoattacks into this.
  • Violation of Common Sense: Thanks to the way Cleave works, Sven can often do more damage to his foe simply by hitting a nearby creep and letting the cleave hit them. Also, a usual item built for him is Daedalus, a crossbow.
  • Would Not Hit a Girl: Zig-zagged. Sven has a quote where he displays displeasure that he had to kill Rylai ("I would not kill a maiden, but you forced the issue") and in his massive amount of 'kill' quips, he has no special quotes against ladies... except the aforementioned Rylai, and Aiushtha, the latter was more because he's annoyed at her attitude and her skills being detrimental to his play style ("Go sproink yourself!"). Of course, this being is an ARTS game, if you order him to attack a girl hero, he will obey.

    Leviathan, the Tidehunter 
https://static.tvtropes.org/pmwiki/pub/images/Tidehunter_2452.png
Voiced by: Eric Newsome

The Levianths are a mysterious race living below the seas, often using their dominion over the water to bring ruin to land-dwelling civilizations whenever their incomprehensible sensitivities are offended. Frustrated by this pettiness, a Tidehunter named Leviathan abandoned his homeland, choosing to stalk the seas on his own. The Tidehunter is motivated by only two things: his faith in the abyssal deity, Maelrawn the Tentacular, and his rivalry with Admiral Kunkka, fueled by a since long-forgotten encounter.

Tidehunter is one of the heroes most closely associated with the concept of initiator, alongside the likes of Magnus and Enigma. Although his damage output and mobility are lacking, he makes up for this with his tankiness and the utility his spells provide. His first spell, Gush, fires a spray of water at the target, damaging them, slowing them, and reducing their armor, making it easier for allies to finish off fleeing foes. His Kraken Shell is a passive ability which blocks a flat amount of damage from enemy attacks; additionally, when Tidehunter's damage taken reaches a certain threshold, Kraken Shell will purge him of debuffs. This passive contributes greatly to his durability. Anchor Smash, his third spell, strikes all nearby foes with the Tidehunter's anchor, hitting them with an attack that deals bonus damage and reducing their own damage. However, Tidehunter is most feared for his ultimate ability: Ravage. This devastating spell causes countless tentacles to erupt from the ground, inflicting a long-lasting stun on all enemies in a large area of effect: a well-timed Ravage can often decide the outcome of a teamfight. With his array of aquatic attacks, the Tidehunter can disrupt the enemy, leading his team to victory.

In Artifact, Tidehunter is a red hero. His Active Ability, Ravage, stuns all of his neighbors for one round, with each other enemy having a 50% chance of also being stunned. His signature card, Kraken Shell, is a spell which modifies a red hero with +1 armor.


  • Achilles' Heel: Unusually for an ultimate disable, Tidehunter's Ravage does not go through Magic Immunity to balance out its massive area of effect. Tidehunter has to catch the enemy by surprise or when they've already used up their magic resistance to guarantee a full 5-man.
  • Anchors Away: He smashes people with an anchor.
  • Arch-Enemy: He and Kunkka hate each other's guts. Taken Up to Eleven by Tidehunter in which when he mentions Kunkka in all of his rival killing lines, even if the victim isn't Kunkka himself (or even tangentially related to Kunkka). Of all his kill lines, the only exception is one line when killing Morphling.
  • Blue and Orange Morality: Tidehunter's motives for interfering into the fight between Kunkka's and the Demons of the Cataract's fleets and destroying both are unknown.
  • Combat Tentacles: Ravage summons a wave of tentacles that damage and stun everything in their path.
  • Dressed to Plunder: The Pirate's Booty set, which includes a tricorn, cutlass and black flag.
  • Dual Wielding: An anchor in one hand and a half-eaten fish (or shark, or squid) in the other.
  • Eldritch Abomination: Maelrawn the Tentacular, whom Tidehunter summons with Ravage.
  • Grievous Harm with a Body: One of his cosmetic weapons is the corpse of a hammerhead shark.
  • Impaled with Extreme Prejudice: Happens to enemy units hit by Ravage through tentacles.
  • Implacable Man: Tidehunter's passive, Kraken Shell, gives him passive damage block (at max level, it's essentially a free Vanguard) and will remove most debuffs once he takes a certain amount of player damage within a short duration. This includes even stuns (except for ones utlizing constant effects like Enigma Black Hole), one of the very few abilities that do so, making Tidehunter one of the few heroes in the game that cannot be chain-stunned.
  • Improbable Weapon User: Tidehunter uses a discarded anchor as a primary weapon, which can deal decent AoE damage and reduce enemy damage in a specific radius.
  • Improvised Weapon: His cosmetic weapons include a broken boat, a sea beast's huge femur, a giant jaw attached to a ship mast, and the decapitated head of a hammerhead shark.
  • Kraken and Leviathan: As seen in his name, appearance, Kraken Shell, and Maelrawn the Tentacular.
  • Limit Break: Kraken Shell automatically procs once Tidehunter takes a certain amount of damage from enemy players within a certain amount of time.
  • Magic Knight: Similar to Sand King, Tidehunter has a mediocre right-click attack, but his spells can have a devastating effect on the enemy without expending much mana.
  • Making a Splash: His Gush spell especially.
  • Nemean Skinning: Quite a few of his cosmetic items are salvaged sea beast body parts, including his Kraken Shell (which is both a skill and a cosmetic):
    The great kraken tortoises are considered both a delicacy, and a worthy foe. Their shells are highly prized as shelter or armor.
  • Noun Verber
  • Power Limiter: Enemies hit by Anchor Smash lose 60% of their base damage. Used in-lane it can starve your lane opponents of last hits (and experience since you can then easily deny creeps), used in teamfights it can drastically reduce the damage output of the enemy carries.
  • Revenge: For unknown reasons, Leviathan has made it his mission in life to kill Admiral Kunkka.
  • Say My Name: KUNKAAAAAAAAAAAA!
  • Scary Teeth: The Back-Ache cosmetic item:
    A rare but useful mutation. The spikes are actually malformed teeth that grew out of place, and well out of hand.
  • Sea Monster: An anthropomorphic one.
  • Serial Escalation: His responses for gaining levels which are about him wanting to eat something, beginning with plankton and ending with a Giant Squid.
    Lvl 25 Tidehunter: ''I'm stuffed!''
  • Spam Attack: Because of its very low cooldown and mana cost, Anchor Smash is often spammed to flash-farm creep camps.
  • Spin Attack: Anchor Smash spins Tidehunter's anchor. In original Dota, if you build a Battle Fury, all of his attack become this.
  • Stone Wall: With Kraken Shell and a respectable strength growth he becomes very tough to kill, but his right-click attack is mediocre and his nuke damage quickly falls off in the mid game.
  • Summon Magic: Ravage summons an Eldritch Abomination that stuns every player in a large area.
  • Shark Man
  • Threatening Shark: He is one, and can wield some accessories made out of sharks, too!
  • When All You Have Is a Hammer...: Tidehunter's main job in a teamfight is very simple: land a good Ravage - it usually doesn't matter much if he is unable to use his other skills. His item build is, as a result, centered on maximising the effectiveness of Ravage, with items like Blink Dagger, Arcane Boots and Refresher Orb.
  • You Kill It, You Bought It: With the Kraken Shell.

    Rizzrack, the Timbersaw 
https://static.tvtropes.org/pmwiki/pub/images/Timbersaw_883.png
Voiced by: TJ Ramini

Rizzrack was an inhabitant of the peaceful town of Augury Bay, a town which fell to a rather unusual invasion. Strange flowers were one day brought in by the tide, but the beautiful flora soon turned deadly as they released clouds of toxic pollen, unleashed strangling vines, and turned trees into monsters. Fleeing from the chaos, Rizzrack barricaded himself in his uncle's workshop and set himself to work on his only hope: a suit of mechanized armor equipped with blades and chains, to be used as a weapon to fight back against the encroaching plants. Over sleepless months he slaved away at this project, until his saw-suit was finally done. Although he stood ready to take down the evil trees, the trauma had eroded his sanity and left him a paranoid lunatic bent on the destruction of all plant life.

Timbersaw's odd playstyle revolves around using the forest, but in a way completely different from the Treant's — rather than use the forest for help, Timbersaw seeks to destroy every tree in his wake. His first ability, Whirling Death, causes a saw to split out the sides of Rizzracks mech, cutting down everyone in a small radius. If a tree is felled in the process, then the attack does Pure damage. Timber Chain is Rizzracks primary initiation, functioning like Clockwerks ultimate, but instead will only work on trees. As Rizzrack flies, he damages everyone in his wake. His third ability, Reactive Armor, gives Timbersaw more armor and health regen the more times he is attacked. Timbersaw's ultimate ability, Chakram, launches a large spinning blade that slows enemies the more health they lack and deals bonus damage for each tree it cuts down. The blade can spin in place indefinitely as long as Timbersaw's mana holds out; however, he can't attack while he has a Chakram active. Upgrading this via Aghanim's Scepter gives him a second Chakram; both can be deployed at the same time, wreaking devastation on foes and flora alike.

In Artifact, Timbersaw is a red hero. His Continuous Effect, Reactive Armor, grants him +1 Armor for each attacker.


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    Tiny, the Stone Giant 
https://static.tvtropes.org/pmwiki/pub/images/Tiny_2514.png
Voiced by: Eric Newsome

Tiny is a mysterious being. No one knows his origins, not even himself, and most bizarrely, his stone body does not erode but rather grows in size over time. The Stone Giant wanders the world in search of answers relating to his birth.

Tiny may seem like a weak hero at the beginning of a match, but give him enough time and he'll soon start to throw his weight around. As the game progresses, he bounces from role to role as he levels up; he can push, initiate, gank, or even carry depending on what items he builds and the needs of the team. Boasting a powerful disable and a versatile initiation attack, Tiny can easily stun his foes with his first spell, Avalanche, which causes a huge amount of rocks to bombard the area, dealing damage and mini-stuns as long as the opponent is caught inside. Tiny can then throw a random nearby unit into the mayhem with Toss, his second spell, which allows him to pick up and throw a unit, be it friend or foe, in a radius around him. Be warned, however, as the unit he picks up is random in its radius. With Tree Grab, Tiny can uproot a tree to use as a weapon, granting him splash damage on his attacks and increasing his damage for the next few hits. He can also throw the tree by using a sub-ability, allowing him to perform a single ranged attack. Aghanim's Scepter adds an extra ability, Tree Volley, which rapidly throws nearby trees towards a targeted area. Finally, with each point Tiny puts into his passive ultimate ability, Grow, he becomes larger, sacrificing attack speed for a large bonus to his damage and armor, and granting him a large amount of status resistance, allowing him to shake off disables much more easily than other heroes.


  • Alpha Strike: Tiny in a fight boils down to jumping onto the enemy, firing off Avalanche and Toss, hitting them twice with an Echo Saber and maybe throwing his tree at them. His glacial attack speed backed by a whopping zero Agility means that he'll have a hard time doing much else after that, but his damage output means he might not need to.
  • Anti-Structure: Tiny can deal increased damage to towers for a few attacks by using Tree Grab, and Toss is one of only a handful of spells in the game that damages buildings. Once he gets some items, he can tear down towers alarmingly quickly.
  • The Big Guy: With his ultimate maxed out, Tiny is easily the largest character in the game, rivaled only by Undying's Flesh Golem.
  • Can't Catch Up: As formidable as Tiny is, his nonexistent Agility ultimately limits his carry potential. Most carries can often match him blow-for-blow once farmed, at which point Tiny's abysmal attack speed puts him at a severe disadvantage.
  • Dishing Out Dirt: As a stone giant, this is to be expected.
  • Fastball Special: Toss can be used this way to hurl allies into the midst of enemies for teamfight initiation.
  • Grievous Harm with a Body: When used against an enemy, Toss inflicts damage to the tossed unit, and does AoE damage if targeted on an enemy. If combined with Avalanche, it inflicts double Avalanche's damage, making Tiny capable of one-shotting most squishy heroes in the game.
  • Herd-Hitting Attack: Tiny's Avalanche + Toss combo and the cleave from his Tree Grab makes standing close a very bad idea.
  • Hulk Speak: One of his lines even deliberately makes a Shout-Out as such.
  • Informed Attribute: Despite being a giant rock monster, Tiny has no base armor, and gains no agility, meaning that he has no innate armor until he puts points in Grow or buys items to remedy this. Then again, that rock is part of his body, meaning that he technically isn't wearing any armor...
  • Ironic Nickname: "Tiny the Stone Giant" is this no matter how you look at it. Although his name is true at first, Tiny quickly becomes one of the largest characters in the game.
  • The Juggernaut: The fact that he's a Strength hero combined with Grow granting him status resistance makes disables much less effective against him, while Grow gives him tremendous attack damage and his other abilities let him tear apart groups of enemies with ease.
  • Magic Knight: Early on, much of Tiny's damage output comes from his spells. Later on, though, Grow and Tree Grab allow him to augment that spell damage with very powerful attacks.
  • Magikarp Power: In the beginning of the game, Tiny is pretty pathetic - he has nonexistant Agility, which translates into awful attack speed and no armor whatsoever, two spells that eat his mana very quickly, and fairly poor stat growth. Give him a few levels, an Echo Sabre, and maybe a Hyperstone, though, and he'll soon become capable of smashing entire teams asunder by the mid-to-late game.
  • Mighty Glacier: High Strength, high spell damage, absurd right-click damage, but literally nonexistent Agility, can't really move quickly, and slow-as-molasses attack speed which gets even slower the more points Tiny puts into Grow.
  • Mysterious Past: No one, including Tiny himself, has any idea where he came from; what Tiny wants the most is to know is where he came from and how he came to be.
  • Off-Model: A (now-patched) visual glitch could cause Tiny's model to use the materials for his base form on his larger forms, which have vastly different proportions, turning him into this abomination.
  • Our Giants Are Bigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until Grow is maxed.
  • Primal Stance: Tiny's legs aren't that much bigger than a regular hero's, while his upper body is massive. As a result, he has to use his right hand to steady himself while walking, and when he gets bigger, just standing.
  • Power Fist: Tiny's right hand is a giant rock stump with no fingers that he walks on and uses to punch people, although the second use is shown less as Tiny gets bigger, and starts using his smaller left hand for punching.
  • Quest for Identity: His goal is to find his origin.
  • Rock Monster: His body is made entirely of rock.
  • Sophisticated as Hell: He can be quite articulate if he wants to.
  • Square-Cube Law: While he starts out more agile and capable of swinging his entire body around, Tiny loses agility as he gets larger (not the stat), to the point that, at full size, he has to constantly steady himself with his right hand, even when attacking.
  • Surprisingly Sudden Death: Casting Toss on a hero while they're being hit by Avalanche causes them to take double damage from Avalanche, allowing Tiny to annihilate lone enemy heroes very quickly. Throw in a Blink Dagger, and pain tends to ensue. He also gets a lot of mileage out of Echo Sabre, as the double attack compensates for his low attack speed and can easily mop up anything that survives his Avalanche-Toss combination.
  • Telephone Polearm: After using Tree Grab, Tiny will use A TREE as a bludgeon. Particularly notable when he hasn't skilled Grow, as he'll be lugging around a tree twice as tall as he is.
  • Throwing Your Sword Always Works: Tree Grab can be reactivated to let Tiny throw the tree at enemies from a fairly long range, effectively giving him a single-use ranged attack that still inflicts the splash damage.
  • Weird Beard: Made of moss and later ferns.
  • You Have Researched Breathing: One of Tiny's level 20 talents removes the requirement of a target for Tiny to Toss at. That's right, he needs to reach level 20 and take this particular talent so he can toss things onto the ground, instead of having to target something.

    Rooftrellen, the Treant Protector 
https://static.tvtropes.org/pmwiki/pub/images/Treant_Protector_5599.png
Voiced by: Fred Tatasciore

In the mountains to the west of Augury Bay, a reservoir of mysterious magical energy grants strange powers to the beings that surround it. In particular, the trees of the region have been turned into enormous walking creatures known as Treant Protectors. For eons they guarded their region against invaders who would wish to pillage the natural resources or unearth the secret of their land, but over time the raids gained in intensity as the outsiders' technology, curiosity, and courage grew. As they saw the tools of the attackers, the Treant Protectors wondered whether the world outside their grove was still lush with plant life, or if it had been conquered by man. To answer this burning question, Rooftrellen was chosen to go and explore the world in order to study its current state and warn his kin of potential threats to his hometurf's well-being.

This lovable tree is very protective of his allies and fights to defend them. Nature's Guise, Treant's first ability, allows him to turn invisible if he's near a tree. During this time, he can move faster, walk through trees, and cast spells without being seen. If he attacks an enemy to break this invisibility, they will be rooted, which makes this skill useful for approaching unsuspecting foes and setting up a gank on them. He can heal allies and buildings with Living Armor, which creates a protective shield on his allies and grants them bonus regeneration. He can attack his enemies with Leech Seed, which slows an enemy unit, draining their health and healing his allies around the enemy. His ultimate is Overgrowth, which summons vines that root all enemies around him, preventing movement, blinking, invisibility, or attacking. If he acquires Aghanim's Scepter, he gains the Eyes in the Forest ability, which enchants a tree to provide vision, potentially giving him near-omniscient vision of the map at all times, and extends Overgrowth's range by casting it around every affected tree at the same time as Treant casts his ult.

In Artifact, Treant Protector is a green hero. His Branches of Iron Continuous Effect grants his neighboring allies +2 Armor, and his signature card is the Roseleaf Druid, a creep which grants the Tower +1 Mana.


  • All-Loving Hero: The only one he outright dislikes is Timbersaw, for obvious reasons. His only quarrel with Doom is that Doom's spreading hellfire around the forest.
  • Arson, Murder, and Jaywalking: His quote upon killing Pugna.
  • Awesome, but Impractical: Eyes in the Forest effectively grants Treant Protector a free Observer Ward which never expires unless dewarded every 25 seconds. If the enemy jungle is warded, the damage addition to Overgrowth will allow him to kill any jungle creeps within range of a tree almost every minute as they spawn, giving him easy 700+ GPM. Additionally the Eyes can be placed in the lanes to give him absurd splitpushing potential, possibly wiping out entire lanes of creeps every minute, or placed in strategic teamfighting locations to give him nearly unmatched global disabling and nuking power. However, considering that Aghanim's Scepter costs a lot for a support, if Treant can afford one it usually means that either he saved from the beginning of the match and did not support his team by buying wards or any other support item or because it is very late in the match and it is very likely that his team has stomped. And even if he does get one, it may not help much as the enemy team can simply destroy the trees with a Gem (or Sentry Wards) and a Quelling Blade (though to be fair, a Gem and Quelling Blade would destroy Observer Wards as well). Subverted when he's on the same team as Alchemist, who can farm a Scepter for him in record time with Greevil's Greed.
  • Beware the Nice Ones: Easily the least violent hero in the game. Also possesses the highest base damage, second highest Strength growth, and spells that can aid his teammates in a teamfight to great effect.
  • Boring, but Practical: Out of all of Treant's spells, only Leech Seed deals damage and is easily outclassed by most damage-dealing spells in the game. His main play style revolves around continually casting Living Armor on allies and buildings, healing a push with Leech Seed, occasionally initiating a teamfight with Overgrowth... and that's about it.
  • Cloud Cuckoo Lander: He is a slow thinker and easily gets distracted either by the beautiful scenery or mysteries of the universe, and is often oblivious to combat around him.
    Treant Protector (Respawning): "I think I'll go for a nice walk."
  • Combat Medic: Leech Seed is an interesting example; it not only damages and slows whatever enemy it's used on, but it will also heal every allied unit in a radius around it. His other utility spell, Living Armor, is unique in that it is one of two spells that can also heal towers from anywhere on the map, turning potential enemy pushes into a slog.
  • Deflector Shields: Living Armor creates a shield around the target that blocks a certain number of damage instances.
  • Defog of War: Eyes in the Forest enchants a tree, granting Treant vision around it, essentially giving him a free ward every 25 seconds that lasts indefinitely.
  • Dissonant Serenity: No matter what kind of carnage is unfolding around him, Rooftrellen always retains his slow, calm demeanor.
  • Freeze-Frame Bonus: His model has a small carving near his behind, saying "Riki was here".
  • Furry Confusion: If he uses a Tango (a consumable item that regenerates your health by destroying a tree) he'll apologize and show mild regret for what he's done, despite the tree being non-sentient.
    Treant Protector (using a tango): "Sorry, friend."
  • Gaia's Vengeance: His various plant-themed abilities can aid his team in a teamfight or a push.
  • Gentle Giant: He is a calm, peaceful treant with abilities focused on protecting allies and disabling enemies. He also has the game's second highest Strength growth and has ludicrous melee attack damage. He's also the only completely good hero.
  • Green Thumb: Being a treant, this is to be expected. Most of his abilities work by using plants for either offense or defense, and he even gets a talent that makes all trees on the map respawn near-instantly when destroyed.
  • Invisibility: Nature's Guise turns him invisible near trees.
  • King Mook: Nature's Prophet can summon Treants, which are slightly bigger than an average lane creep. In comparison, Rooftrellen easily towers over most heroes and can cast spells.
  • Kung-Fu Wizard: Though he's a melee Strength hero, Treant Protector relies heavily on his spells to contribute in teamfights.
  • Life Drain: Leech Seed absorbs the life of its target and shares it among nearby allies.
  • The Lost Woods: His land of origin, a vast and primal forest home to Treants such as himself.
  • Magikarp Power: Eyes in the Forest can turn Treant Protector from a humble support into a force to be reckoned with if he's given enough time to farm up the gold for an Aghanim's Scepter and to place his eyes around the map. Not only does this give him amazing farming potential and farm disruption by seeding the jungle, but the global range allows him to splitpush, disable, and nuke anywhere he can find a tree to convert. With a Scepter and a Refresher Orb (which are pretty much out of reach for a support unless the match drags on long enough) Treant can pin down entire teams for up to 9 seconds at a time (while doing 1650 damage pre-reduction) and wipe entire lanes if he can time it right.
  • Money Multiplier: Aghanim's Scepter is this for Treant: if he uses Eyes in the Forest near jungle camps, the damage addition to Overgrowth will allow him to farm them almost every minute as they spawn, giving him easy 700+ GPM, while at the same time depriving farm from the enemy (and possibly his own team).
  • Mutual Disadvantage: Against Nature's Prophet. Nature's Call can accidentally pull up Treant Protector's Eyes in the Forest. In return, Treant Protector's Living Armor heavily cripples Nature's Prophet's splitpushing abilities and Eyes in the Forest can expose any attempt of Nature's Prophet to teleport into the treeline, with the option for Overgrowth to pin him down just for being in the wrong place at the wrong time.
  • Nature Hero: Being a tree-man, Rooftrellen has control over plants.
  • No Experience Points for Medic: He actually still gets XP for kills he is near, but like Omniknight, he's melee, only one of his spells damages the enemy, and he doesn't get assists for things like immobilizing or disarming enemies, so his final game stats often don't reflect his true contribution to the team.
  • Non Standard Skill Learning: With Aghanim's Scepter, Treant Protector gains a fifth skill, Eyes in the Forest.
  • Plant Person: He is a walking tree.
  • The Red Mage: Treant's ability set balances offense (with Overgrowth) and protection (with Living Armor and Nature's Guise), with Leech Seed serving both purposes at once.
  • Shout-Out:
  • Stealthy Colossus: Nature's Guise allows Treant Protector stay invisible as long as he is near a tree. While invisible, he gains movement speed and can root an enemy upon attacking. Given that he can cast and use items without breaking stealth, and he largely relies on said items and abilities to contribute to teamfights, he can actually be invisible throughout an entire fight and still be contributing the whole time.
  • Stone Wall: Though Treant is very tanky and has very high base damage, his base attack time is the worst in the game (tied with Spirit Breaker and Weaver), meaning that he hits very slowly, and his skills do not deal as much damage either. Even when compared to the other Stone Wall healer of the game, Omniknight, he's still somewhat more defensive.
  • Treants: As if the name Treant Protector didn't make that clear. He's a giant, walking, talking tree.
  • Tribal Face Paint: Has teal markings on his face and arms.
  • Vampiric Draining: Leech Seed drains its target's health and constantly restores HP to friendly units around it.
  • Weaksauce Weakness: Eyes in the Forest can be destroyed with a simple 225 gold Quelling Blade, so long as the enemy has any way of utilizing True Sight (Sentry Wards, Gem of True Sight, etc.), meaning that smart placement and regular re-warding are vital if using them. Additionally any ability that destroys trees can accidentally destroy them, even if the enemy doesn't know that they're there.
  • Weird Beard: Branches growing from his face into the shape of a beard.
  • When Trees Attack: He may be a tree, but he packs a punch thanks to his high base damage.

    Ymir, the Tusk 
https://static.tvtropes.org/pmwiki/pub/images/tusk_full_3595.png
Voiced by: Tom Chantler

Ymir the Tusk was renowned for his ability to best any opponent in a bar fight. One night, he dared challenge even Rigwarl the Bristleback, and though Tusk stood victorious, the ensuing carnage nearly destroyed the whole tavern. As Tusk finished his drink amidst the cheers of the crowd, the bartender feared what might happen if a similar fight were to occur again, and he devised a plan to get rid of Ymir for good: Tusk had vanquished countless belligerent drunkards, but did he stand a chance in a real war against trained soldiers? And so, Ymir was dared to participate in the biggest conflict he could find, with a free round of drinks on the line.

Tusk is a hero who can gank and initiate with his many disables. Ice Shards launches a ball of ice energy towards a location, damaging enemies and creating a barrier of ice to block their movement. With Snowball, Tusk turns himself into a Human Snowball, with nearby allies joining in. After a brief delay, the snowball is launched, rolling towards its target with all participants inside it, stunning the target when it hits while releasing Tusk and his friends to wail on their hapless adversary. Tag Team creates an aura around Tusk for a few seconds, causing attacks on nearby enemies to deal bonus damage and slow. Tusk's ultimate ability is Walrus PUNCH!, an auto-cast skill which turns his next attack into a devastating critical hit that launches the target into the air. With Aghanim's Scepter, he also learns Walrus Kick, which knocks an enemy far backwards, damages them, and slows them.


  • Adaptation Species Change: He used to be known as Ymir the Tuskarr in DotA. For legal reasons, he was changed in Dota 2 to a snow leopard... polar bear... thing, as Tuskarr are a race of humanoid walruses in the Warcraft universe.
  • Alpha Strike: In low-level games, Tusk players often build Shadow Blade and Desolator to maximise the effectiveness of Walrus PUNCH! and deal a single massive burst of combined physical and magical damage to tilt the fight into his team's favor or to finish off a wounded enemy.
  • An Axe to Grind: He uses an axe for his right-click attacks except for Walrus PUNCH! (obviously).
  • Angrish: Tends to burst into this when Snowball misses.
  • Anti Escape Mechanism: Besides being a very powerful initiator, Tusk can also pursue enemies over long distances or prevent them from escaping.
    • Ice Shards can block escape paths for up to 5 seconds upon impact. Used properly it can also lock in enemies within the barrier, forcing them to move backwards to escape.
    • Snowball allows Tusk and any allies to home in on a fleeing target, gaining additional speed with every additional person in the snowball. And once the snowball does connect, it stuns the target, stopping it in its tracks.
    • Tag Team inflicts a slow on enemies that are attacked while affected.
    • Walrus PUNCH! not only disables the target by sending it flying, but the following slow also prevents the victim from running away reliably.
  • The Artifact: Tusk has a cosmetic slot for his Frozen Sigil, despite that ability having been removed.
  • Barrier Warrior: Ice Shards, Tusk's first ability, create a half-circle of ice around the point of impact. It damages any enemies it passes through, and the shards at the target point cannot be pathed over.
  • The Bet: Tusk's entire motivation to go out and fight ghosts, demons, and fundamental forces of the universe? Someone bet him to do it.
  • Big Fun
  • Boisterous Bruiser
  • Combination Attack: Tag Team adds a fixed amount of damage onto all attacks targeted at enemies in its area, pairing well with heroes that have high attack speed.
  • Comically Small Bribe: The reason he fights is because somebody bet him a round of drinks.
  • Critical Hit: Walrus PUNCH!, Tusk's ultimate, hits the targeted enemy with a guaranteed 3.5x damage crit that disables the target as it flies through the air, then slows it upon landing.
  • Dynamic Entry: Tusk is one of the most powerful team initiators in the game, as his skills allow him to start off teamfights by placing stuns, path-blocking obstacles and speed debuffs on the enemy team, as well as assisting any teammates who want to get into the thick of the action fast but don't have an initiating item or ability to do so (such as Axe, Centaur Warrunner, Slardar, Tidehunter, and so on).
  • Early-Bird Cameo: He first appeared in Dota 2 as a temporary guest announcer during 2012's Greeviling event; he was eventually released as a full-fledged hero in February 2013.
  • Eyepatch of Power: With the Pirate-themed Brawler of the Glacier Sea set.
  • Grievous Harm with a Body: With the Whisky the Stout Artifact Immortal, Tusk will throw a freaking penguin when he uses Ice Shards. Which still deals damage and creates the half-circle of ice, of course.
  • Home Run Hitter: Walrus PUNCH! temporarily sends the target flying into the air and off the screen.
  • Homing Boulders: Snowball is a unit targeting attack, meaning that it will continue to roll towards its target even if that target turns in a completely different direction.
  • Hostile Weather: One of Tusk's old abilities, Frozen Sigil created a mobile ward that summoned a snowstorm around itself to debuff enemies.
  • Human Snowball: Snowball, Tusk's second ability, rolls Tusk up into a snowball that launches itself at a target after a short (and optional) delay, damaging and stunning any enemies it passes through as well as the final target if it connects. It can also be used to carry teammates into the middle of a group of enemies, dealing more damage and moving faster the more allied heroes are added to it.
  • An Ice Person: Tusk's first three abilities all utilise ice to some degree.
  • Invulnerable Attack: Snowball turns Tusk and any allies inside invulnerable until the Snowball impacts, making it a good saving skill.
  • Just Trying to Help: Careless Snowball usage can end up making situations worse for Tusk's own teammates, by potentially pulling a teammate out of position or right into the enemy team. Under a worst-case scenario, a five-man Snowball can end up giving a perfect initiation to the enemy.
  • Large Ham: An exceptional example even among Dota 2 heroes. He has eighty-three unique response lines just for Walrus PUNCH!.
  • Made of Indestructium: Heroes inside a Snowball are completely invulnerable during the delay and the roll. Yes, in Dota snow was a stronger force than time. 6.86 changed it so Snowball can no longer work against Black Hole or Chronosphere, but all other skills are still fair game.
  • Magic Knight: Tusk's physical damage scales decently by itself, and can completely wreck enemies when combined with his ultimate. His other abilities also make him a powerful crowd controller and initiator that help set up teamfights for his team.
  • Megaton Punch: If the Walrus PUNCH! finishes off an enemy, it sends the target flying up out of sight, only to fall back at ridiculous speeds moments later.
  • Names to Run Away from Really Fast: His real name, Ymir, is the name of the Norse King of the Ice Giants.
  • Non Standard Skill Learning: Buying Aghanim's Scepter grants Tusk a fifth skill, Walrus KICK!!
  • Not the Intended Use: Snowball's original purpose is as an initiation tool to gather your team and roll them into the enemy. However, since it also grants invulnerability to all units inside it, Snowball sees much more use in high-level gameplay as a way to buy time for allies to react, or to dodge abilities like Gyrocopter's Call Down. More specifically, the buff he received in 6.81, which allows him to roll in place for 4 seconds and gather teammates before launching, was just a mechanic to make the whole "choose who enters the Snowball" thing to work. It turns out to be one of the most underrated buffs in this patch - the ability to dodge spells with the whole team for 3 seconds, up until reinforcements arrive, is very important for pro players.
  • One-Hit Kill: Building into damage on Tusk can allow him to potentially one-shot fragile heroes with the guaranteed crit from Walrus PUNCH!
  • Petting Zoo Person: A vaguely walrus-like creature.
  • Punched Across the Room: With Aghanim's Scepter, Tusk gains a fifth skill Walrus KICK!!, which can be used to kick enemies and allies alike.
  • The Rival: The "Bristled Bruiser" in his backstory that he beat is Bristleback, who he shares several rival and ally lines with (depending on which side they're on).
  • Random Number God: One of level 25 talent for Tusk is to grant his normal attacks a 17% chance to activate Walrus PUNCH! Hilariously, like the infamous 17% Greater Bash chance, it can proc repeatedly.
  • Rolling Attack: Tusk's Snowball rolls towards the target with him and his allies inside, damaging and stunning them upon impact.
  • Shoryuken: His Walrus Punch deals a large critical hit while launching the target into the air.
  • Shout-Out: Mostly in the form of Walrus PUNCH! battle cries:
    Tusk: Falcon Punch!
  • Situational Sword: Aghanim's Scepter is this for Tusk. Against low-mobility melee carries like Sven, Ursa or Lifestealer the constant slows from Tag Team, Walrus PUNCH! and Walrus Kick combined with the block from Ice Shards and the knockback itself, all of which bypass BKB, will kite them to death and render them useless. However, it is only good for kiting - and nothing else. If the enemy carry is ranged or otherwise not vulnerable to kiting then there's no point to get Aghanim's Scepter over Force Staff, which provides a similar effect for much less gold.
  • So Proud of You: He acts like a doting parent to Crystal Maiden. Though not mentioned in either of their backstories, it's implied they used to be friends while Crystal Maiden was training under an ice wizard.
    Tusk, dying to Crystal Maiden, proudly: "Isn't she something."
  • Transformation Is a Free Action: Tusk and any allies that are within a Snowball are invulnerable for the duration of the delay and the roll, which can last for a minimum of 3 seconds (excluding the rollout). Snowball is actually less used to roll into the enemy, and is more often (ab)used for its free invulnerability to dodge certain abilities.
  • Weak, but Skilled: Throughout the game the main focus of Tusk is not necessarily to deal damage, but to provide utility. His abilities fall into the category which do not simply disable, deal damage or heal by an amount, but introduce often unique concepts which, if utilised correctly, can provide almost infinite amount of utility. It's the concept of the hero that makes him strong, not necessarily the numbers: Ice Shards can create an impassable terrain and Snowball can help your team dodge almost any ability or at the very least make the teammate untargetable for the duration of the negative effect, while adding to mobility. A well used Snowball can save your whole team from a strong AoE damage/post-effect. Similarly, blocking half of the enemy team with well placed Ice Shards, so that they have to take the long way around to get into the fight can be considered a long disable. Some concepts in Dota are so strong that they will always find their way to be relevant. Tusk is an embodiment of that.
  • Written Sound Effect: WALRUS PUNCH! appears above the target, taking up most of the screen if it was the last hit.

    Vrogros, the Underlord 
https://static.tvtropes.org/pmwiki/pub/images/underlord.png
Voiced by: TJ Ramini

Vrogros is the Underlord of the abyssal city of Aziyog, located within the farthest depths of the world. A sorceror, warrior, and conqueror, he leads his army to annex every subterranean nation. But as he captured more and more of the underground, Vrogros grew to thirst for more: no longer would he limit his conquest to what lies below the earth. He opened dark rifts leading to the nations of the surface, and after assessing their military might, he felt confident enough to step forward and join the fray himself, fighting until all has been conquered or destroyed.

The Underlord is a tanky hero who controls key areas of the map with long-lasting AoE abilities. The first of these is Firestorm, which rains fire on an area of the ground for several seconds, burning enemies for a percentage of their maximum health over time. The next tool in his arsenal is Pit of Malice, which curses the ground for a long duration. Foes who enter this region are briefly rooted in place, making it useful for disabling enemies and denying access to an area. The Underlord possesses an Atrophy Aura, which contributes to both his durability and damage: foes standing near him have their attack power lowered, and any enemy unit who dies while affected grants him a temporary damage bonus as well as a smaller permanent boost. With his ultimate ability Dark Rift, the Underlord creates a portal to any allied non-hero unit or building on the map. After several seconds, he and any nearby allies are teleported to the target, allowing for surprise group assaults or mass evacuations. With these abilities, the Underlord takes control of the map, a precursor to his eventual conquest of the whole world.


  • Adaptation Name Change: In the original DotA, Underlord was given the hero title "Pit Lord". As Pit Lords are a race of demons in Warcraft, it was changed for copyright reasons, initially into "Pyre Lord" according to the Bastion announcer pack, then to "Abyssal Underlord" before settling on the current "Underlord". His name, likewise, was changed from Azgalor to Vrogros, as Azgalor is the name of a character in Warcraft lore.
  • Anti-Structure: Firestorm can deal 25% of its damage to buildings with the appropriate level 25 talent.
  • Arch-Enemy: To Legion Commander, as he is the one who assaulted Stonehall with the Abyssal Horde. He has several response lines for whenever he kill her.
  • An Axe to Grind: He wields a bizarre haftless axe.
  • Call-Back: Some of his responses are exactly the same as his DotA incarnation.
    I bring darkness.
  • The Conqueror: He's conquered most if not all of the underground world, and now seeks to do the same to the surface.
  • Death from Above: Firestorm calls down a rain of fire on a target area.
  • Dynamic Entry: Dark Rift, Underlord's ultimate ability, allows him to teleport himself and nearby heroes to any allied non-hero unit or structure, meaning that he can potentially drop an entire team on the enemy's doorstep. It gets particularly absurd when combied with Lycan's invisible wolves or Shadow Fiend's ultimate (which does not get cancelled by Dark Rift).
  • Great Escape: There's nothing that can cancel Dark Rift on Underlord's end of the portal. If the enemy team can't burst him down during the Dark Rift delay or kill his teleport target (which is impossible if Underlord targets the fountain), they can find not just Underlord but his entire team escaping a teamfight gone bad.
  • Guttural Growler
  • Inopportune Voice Cracking: Whenever he sounds excited or annoyed, his voice gets a much higher pitch compared to his usual growl:
    Trying to cast an ability on cooldown first time: "I'm not ready."
    Trying to cast it again: "I am not ready!"
  • Leaking Can of Evil: As he represents merely the first wave of the Abyssal Horde's invasion.
  • Magic Knight: Underlord has one of the highest Intelligence and Intelligence growths amongst non-Intelligence heroes, and his contribution in teamfights depend largely on his AoE skills as well as his respectable right-click damage from Atrophy Aura.
  • Mass Teleportation: Underlord can teleport his entire team globally to any friendly non-hero unit with Dark Rift.
  • Monster Lord: He is the leader of the Abyssal Horde.
  • Ooh, Me Accent's Slipping: A number of Underlord's lines, usually when he's shouting, have TJ Ramini slipping into his Bristleback voice.
  • Our Centaurs Are Different: His design is rather centaur-like.
  • Our Demons Are Different: His appearance is demonic, though unlike the other demons, he originate from the underworld and not hell.
  • Playing with Fire: Firestorm, which drops a rain of fire on an area.
  • Power Of Hate: The fluff text for Pit of Malice says "Vrogros' manifest hatred paralyzes those who defy his will".
  • Power Limiter: Atrophy Aura cuts a portion of all nearby enemies' base damage. With Aghanim's upgrade the aura's bonus damage effect is spread to his allies.
  • Punctuated! For! Emphasis!: A Verbal Tic he shares with Legion Commander:
  • Shout-Out: His response when killing Bane a homage to The Dark Knight Rises that is ironically, quoted by Bane himself:
  • Sickly Green Glow: Underlord's 'crown', axe and Firestorm all have a sickly green tint to them, as does Pit of Malice if he's wielding the Emerald Conquest Immortal axe.
  • Teleport Interdiction: It is possible to forcibly cancel Dark Rift by killing either Underlord or the target he's teleporting at, although the latter can only be done from the target end and is impossible if Underlord targets the fountain.
  • Thinking Up Portals: With his signature ultimate.
  • Underground City: His homeland is Aziyog, a city located deep beneath the surface of the world.

    Undying, the Almighty Dirge 
https://static.tvtropes.org/pmwiki/pub/images/Undying_3224.png
Voiced by: Fred Tatasciore

The one known as Undying was once but a simple soldier fighting to repel the undead hordes of the Dead God. Captured by his foes and thrown into a pit, he and his allies were seemingly left to rot. As time passed, their hunger grew so unbearable that they even attempted to feed on each other. The chaotic feast was interrupted by the Dirge, a song from the Dead God itself which grew loud enough to consume what was left of the soldiers' minds. The Undying was the only one spared from annihilation, instead being granted the task of recruiting new forces to join the Dead God's legions.

Undying is a durable hero whose skills make him terrifying in large-scale fights. His first skill, Decay, steals points of Strength from enemy heroes in an area of effect, transferring them to Undying in order to increase his health and damage. With its short cooldown, this skill helps Undying become a monstrously powerful damage-dealer in the early game, especially if he can catch multiple heroes with it. Soul Rip, his second skill, steals a small amount of health from all nearby units whether they be friend or foe, which is then turned into either healing for an ally or damage for an enemy. If there are lots of units around, this skill can be very powerful, and Undying has a way to spawn an army of his own with Tombstone: this spell creates a grave marker which continuously summons zombies to attack and slow enemies in a large radius. The zombies die from one attack, but their sheer numbers and constant respawning mean that the only way to reliably get rid of them is by destroying the tombstone itself. Undying's ultimate ability is Flesh Golem, which transforms him into a horrifying giant zombie that possesses a Plague Aura: enemies who stand close to him are slowed and take constant damage based on their maximum health; additionally, Undying gains a large amount of maximum health during this time. He also has a passive Reincarnation in his talent tree. These abilities allow Undying to ensure that the Dirge will go on forever.


  • Anti Escape Mechanism: Tombstone's zombies slow down foes, making it hard to run away unless you spend time either killing them or the tombstone itself, both of which also make you waste time.
  • Army of the Dead: He leads one in the Dead God's name, and can summon them into battle with Tombstone.
  • Auto-Revive: One of Undying's level 25 talents allows him to automatically come back to life after dying. Compared to Wraith King's Reincarnation, it requires no mana but has a much longer cooldown of 250 seconds.
  • Body Horror: The Corpse Hive of the Grim Reformation turns Undying's model when he uses his ultimate into this monstrosity. Not that his default Flesh Golem form is much better, with the exposed intestines and all.
  • Brain Food: As a zombie, he does have a taste for brains. Although he like gummy vitamins too.
    "Braaiinnss..."
  • Brown Note: The Dirge, a song that crushed the minds of the Undying's comrades.
  • Clown-Car Grave: Tombstone summons a single tombstone that can spawn an endless stream of zombies while active.
  • Dead Weight: When Flesh Golem is active, Undying becomes one of the biggest and heaviest heroes in the game, rivalled only by Tiny, Treant Protector and Pudge.
  • Death-Activated Superpower: One of his level 15 talents cause Undying to spawn a Tombstone upon dying.
  • Death of a Thousand Cuts: Undying's main source of damage comes from Tombstone zombies, which don't hit very hard but are extremely numerous.
  • Deceased and Diseased: A zombie who drains the life and strength of those around him.
  • Dem Bones: The Immortal Pale Mausoleum reskins the Tombstone zombies into skeletons.
  • Disc-One Nuke: Decay is incredibly powerful starting with level 1, easily reducing some heroes to 300 maximum HP with a couple casts, while buffing Undying's health and damage to mid-game values. The early multi-target utility of Decay makes it a phenomenal ability versus tri-lanes, growing Undying to almost unkillable size, while making his enemies easy pick offs.
  • Evil Sounds Deep: When in his Flesh Golem form, his voice grows deeper.
  • Finishing Move: Tombstone zombies get a huge stats boost when they are chasing low HP heroes.
  • Friendly Fireproof: Soul Rip, which drains health from all units near the target, friendly or enemy, is notably one of the very few aversions in Dota (although this damage is minuscule and isn't lethal).
  • From Nobody to Nightmare: From (probably) a regular soldier to the leader of an undead army.
  • Genius Bruiser: Undying was originally an Intelligence hero, and was changed to be a Strength hero. He has the highest base Intelligence of all non-INT heroes, to the point where there are only two Intelligence heroes that beat him (Dark Seer and Jakiro). He also has the second-highest INT growth of Strength heroes, and beats out most Agility heroes except Sniper as well. His base Intelligence is even higher than his base Strength throughout the game.
  • God of Evil: The Dead God, whose evil deeds include destroying the monastery where Anti-Mage studied.
  • Glowing Eyelights of Undeath: His eyes glow white.
  • Herd-Hitting Attack: Undying is all about taking advantage of huge crowds of friends and foes. Decay increases significantly in power as the enemy group up since it allows Undying to steal up to 20 Strength at a time (40 with Aghanim's Scepter), while Soul Rip increases linearly in power the more units there are in its area of effect. Tombstone will summon a Zombie for every enemy within its radius so it's highly effective if placed among a large concentration of enemies, and give Undying the numbers he needs to make Soul Rip work.
  • Ineffectual Loner: Undying's skills do not work well without allies: Decay's Strength drain is powerful but the actual damage inflicted is very minimal, and he basically relies on allies to go and finish the job, or at least inflict the harassment that will leave enemies on low health when their strength is returned; Tombstone needs to be combined with a lockdown to prevent enemies from destroying it or quickly running away before many zombies can spawn, while Soul Rip needs many nearby units (most of the time zombies) to become truly powerful.
  • Instant Gravestone: At level 15, he can choose a talent to drop a Tombstone whenever he dies.
  • Kevlard: Undying physically grows larger as he accumulates Decay stacks.
  • King Mook: To the Tombstone zombies.
  • Large and in Charge: He is gigantic when compared to his zombies - and to most heroes as well.
  • Lean and Mean: In his base form, Undying is little more than skin and bones. That doesn't make him any less dangerous, though.
  • Life Drain: Decay drains the Strength of its targets, lowering their HP while increasing Undying's. Soul Rip absorbs a small amount of HP from all nearby units and transfers them to the target (or turns it into damage, if the target is an enemy).
  • Loud of War: Most combat sounds easily drown in his roars during killsprees, so it must be incredibly loud to the combatants.
  • Meaningful Rename: Whatever his previous name was, the Dead God decided that "Undying" was a better fit.
  • Meta Guy: Sort of. His voice work is full of shout outs and joke lines, though these very rarely ever play in a match or are Dummied Out.
  • Mighty Glacier: Early game, Decay is one of the most powerful level 1 spells in the game, able to sap 76 max HP from each enemy hero and give them to Undying for a whopping 40 seconds, while Soul Rip combined with enough Tombstone zombies is one of the most powerful nukes in the game.
  • Monster Lord: The herald and army leader for the Dead God.
  • Mook Maker: Tombstone, which spawns a stream of zombies to attack enemy players.
  • My Death Is Only The Beginning: With the appropriate talents, Undying can make it so that killing him will actually make a bad situation worse; once he goes down, he can drop a Tombstone at the spot where he died and then come back to life in a few seconds to clean house along with his zombies.
  • Nepharious Pharaoh: Undying's Dirgeful Overlord set is a tattered pharaoh's regalia, complete with nemes.
  • Night of the Living Mooks: Tombstone lets him summon zombies to attack enemies.
  • No-Sell: Tombstone zombies are immune to everything but auto-attacks, preventing them from being easily wiped out by area nukes.
  • Our Zombies Are Different: He eats flesh, decays, but is sentient and serves the Dead God.
  • Percent Damage Attack: The Flesh Golem deals damage to nearby enemies based on their maximum health.
  • Piñata Enemy: The Tombstone has a fairly substantial bounty. Bad Tombstone usage can thus provide an easy source of free farm for enemies.
  • Power Makes Your Voice Deep: Very much so with Flesh Golem active.
  • Red Eyes, Take Warning: The Golden Pale Mausoleum, a golden variation of the Pale Mausoleum cosmetic, glows red instead of green.
  • Run or Die: Usually what the enemy has to resort to if they cannot kill Undying in a certain amount of time. The longer Undying stays alive (whether it's in a teamfight or when the enemy tries to gank him), the more often he can cast Decay and Soul Rip to keep himself alive, and the more zombies will pile up from Tombstone. After a certain point, Undying can simply turn on the enemy and annihilate them with Soul Rip while the zombies pin them down and prevent them from escaping. It's not uncommon for three-man ganks against Undying in the early game to turn into a Triple Kill for Undying if he plays his cards right.
  • Shout-Out: To Left 4 Dead:
    • How he calls some of his allies: Hunternote , Chargernote , Spitternote , and Jockeynote , which leaves himself to be the Tank.
    • His various hero kill lines also make reference to L4D and L4D2 maps, such as "Dead Air" (whenever killing a flying hero) and "Dark Carnival" (when killing Alchemist).
    • This line:
      Undying: "Wards here!"
  • Sickly Green Glow: Decay and Soul Rip have green particle effects, indicating their evil and undead origins.
  • Spam Attack: At max levels, Decay drops down to a cooldown of 4 seconds (2 with the correct talent), while Soul Rip has a cooldown of 6. With a large enough mana pool and a big enough pool of units under Soul Rip's radius (more often than not zombies from Tombstone), Undying can steal an absurd amount of Strength, and drop 480 HP nukes/heals every 6 seconds. Then you buy Aghanim's Scepter and upgrades his Decay to steal 10 Strength per cast...
  • Stone Wall: Late game, the damage from Decay falls off hard, and Undying's atrocious agility means that he'll hit very slowly with his right-clicks, though zombies are still annoying, and Flesh Golem still works well. His late game is all about tanking and auras, with a little bit of utility thrown in. He wants to cause maximum disruption and survive as long as possible to help inflict damage.
  • Super Mode: His ultimate, Flesh Golemnote , temporarily turns Undying into a much bigger zombie with a large health bonus who slows enemies while sapping away their health.
  • Throat Light: The cosmetic Immortal Tombstone Pale Mausoleum is shaped like a skull, with glowing green eyes and mouth.
  • Trademark Favorite Food: He has a thing for "gummy" vitamins in some joke lines.
  • Vampiric Draining:
    • Decay drains Strength from enemy heroes and gives it to Undying.
    • Soul Rip takes a small amount of health from every unit in a huge area and channels it into a burst of heal for an ally or damage for an enemy.
  • Walking Wasteland: His ultimate has this effect on the environment.
  • Why Won't You Die?: Flesh Golem heals a percentage of his maximum health for every enemy unit that dies nearby, and Soul Rip has a 6 second cooldown, allowing him to heal himself for large amounts of health constantly if there are multiple units active (on top of Decay increasing his maximum health for each stack). This means that fights against Undying quickly get out of control if anyone dies next to him, or too many zombies stack up.
  • Your Soul Is Mine: Steals the souls of nearby units with Soul Rip, although he then immediately sends them to another target unless he targets himself.
  • Zerg Rush: Tombstone zombies are individually weak but spawn very fast and are extremely numerous. Notably, Tombstone zombies will always outnumber the enemy's own Zerg Rush since it spawns 1 zombie next to every single enemy unit in its radius, repeatedly.

    Ostarion, the Wraith King (formerly the Skeleton King
https://static.tvtropes.org/pmwiki/pub/images/wraith_king_1652.png
Voiced by: Dave Fennoy

Once known as the Skeleton King, Ostarion ruled over the Empire of Bone, a kingdom built entirely from the bones of fallen foes. Although he believed that his reign would last forever, Ostarion eventually came to realize that bones are not indestructible, and that even he would eventually disappear if he maintained his skeletal form. For this reason, he completed a ritual on Wraith-Night, sending warriors to collect souls for him so that he may be reborn as the Wraith King, a being of pure spiritual energy whose rule will never end.

Ostarion the Wraith King is a melee hero who can withstand massive damage and quickly recover from his injuries. His narrow but useful skillset means that he can carry a team to victory, or utilize his passive aura and powerful stun to act as a durable support and initiator. Wraithfire Blast has Wraith King hurl a ball of ghostly fire at a foe, damaging and stunning a foe, then slowing them while dealing minor damage over time. Vampiric Aura is an aura that grants nearby allies bonus lifesteal, granting his whole team improved survivability. Mortal Strike adds a bonus critical chance to Wraith King's normal attacks, and grants him a chance to kill non-ancient creeps in a single hit. For each creep killed by this ability, Wraith King will store their body, and can activate this ability to summon their skeletons to fight by his side. These skeletons cannot be directly controlled, but will automatically target whoever gets hit by Wraithfire Blast. His most powerful and iconic ability is his ultimate, Reincarnation. If Wraith King has enough mana, he will automatically resurrect after dying, simultaneously slowing every enemy nearby, turning the tables on any pretenders to Wraith King's throne. With Aghanim's Scepter, he can delay the death of his allies and himself for 7 seconds, allowing them to continue using their abilities and attacking their enemies for just a bit longer before expiring.


  • Achilles' Heel: Wraith King's ultimate will not trigger if he doesn't have enough mana for it. This means that he actually requires at least a certain amount of planning to ensure that he doesn't cast Wraithfire Blast too many times, and that mana draining abilities can neutralize Reincarnation. However, once he reaches Level 20, he can choose a talent which allows him to activate Reincarnation without any mana cost.
  • Animated Armor: To a degree, his armor is actual physical armor as opposed to being a part of him as with most ghostly warriors, which is shown in his Reincarnation animation, as he "dies" and it scatters, only for the parts to rearrange themselves back into position and for him to come back.
  • Art Evolution: He used to be known as Ostarion the Skeleton King, and his old model was an animated skeleton. In the Wraith-Night event, Skeleton King became Wraith King, with a new model and slightly modified ability effects.
  • Ascended Meme: On purchasing a Divine Rapier, he'll mention that he is "BALLING OUT OF CONTROL!", a reference to the infamous "CAPS LOCK LEORIC" guide. And yes, it is in all caps in the subtitles.
    • He also pledges to HELP HIS WEAK AND PUNY ALLIES when he can.
    • Finally, when he buys the Armlet of Mordiggian (which is a core item in any Wraith King build), he says "I NOW HAVE ALL THE SEXY".
  • Attack! Attack! Attack!: Wraith King's skeleton minions cannot be controlled at all and automatically choose an attack target within approximately 6500 range (which is around a quarter of the entire map, so don't be surprised if they decide to march into another lane or the warded jungle on the other side of the river). However, when he uses Wraithfire Blast, all skeletons in a large area will drop everything and switch aggro to the target of that skill.
  • Auto-Revive: His signature ability, Reincarnation, revives Wraith King at full health and mana after 3 seconds, as long as he had the minimum mana cost for it upon his first death.
  • Back from the Dead: Both in his backstory and as an in-game ability!
  • Badass Beard: Not very long, but fairly bushy and tapers out into two points.
  • Badass Cape: A torn one.
  • Blessed with Suck: He was initially turned into a skeleton as a side-effect of a longevity spell. Then he realized that his bones were also rotting away and had to find a better form for himself, becoming the Wraith King.
  • BFS: One of the unlockables gives him an even bigger sword broken in half.
  • Boring, but Practical: He has only one active skill, Wraithfire Blast, and is basically "baby's first carry", often resulting in jokes that Wraith King players only need two fingers to play the Hero.
  • Captain Ersatz: From 2011 to 2013, he was an animated skeleton known as Skeleton King, referencing King Leoric from Diablo. For legal reasons, he was changed in December 2013 to Wraith King, and received a new model and lines to go with it.
  • Captain Obvious: Played for Laughs. He decides to grant Chaos Knight a... very obvious title:
  • Cool Sword: His default sword is shaped like half a bone, kept from his old Skeleton King days.
  • Critical Hit: Mortal Strike gives Wraith King a chance to deal up to three times his regular damage with a 15% chance on each attack.
  • Critical Hit Class: Mortal Strike is arguably the second most powerful critical strike ability in the game (beat by Phantom Assassin's ultimate and tied with Juggernaut's Blade Dancenote ). This allows Wraith King to scale very well with damage items without having to build a Daedalus.
  • Cursed with Awesome: Became a skeleton as the result of an immortality spell gone wrong.
  • Dem Bones: When he used to be Skeleton King. He can also summon skeletal servants with Mortal Strike.
  • Difficult, but Awesome: He can purposefully use up the mana to avoid setting off Reincarnation's extremely long cooldown (at lower levels) if it can't help his current situation. Considering that his only other use for mana is Wraithfire Blast, this is easier said than done.
  • Disc-One Nuke: Wraithfire Blast is the strongest single-target stun at level 1, with 2 seconds of stun, followed by 2 seconds of 20% slow and 80 damage, with a 525 cast range. It's very easy to rack up a ton of early game kills with Wraithfire Blast so long as you are active on the map and keep your mana pool up. That being said, you can easily buy a Soul Ring to abuse this.
  • Evil Overlord: He rules over a kingdom of bone, and constantly seeks to expand it with the bones of his enemies. After becoming the Wraith King, his kingdom became ghostly as well, but not much else has changed.
  • Fashionable Asymmetry: The Blistering Shade cosmetic item is only a single glove, instead of a pair.
  • Final Boss: In the Wraith-Night event.
  • Fireball Eyeballs: He had these as the Skeleton King.
  • Gameplay and Story Integration: His backstory as Wraith King makes direct reference to the in-game Wraith Night event, a tower defense-style departure from the norm where players would fend off waves of enemies in the name of collecting souls to resurrect the Skeleton King (who had previously been removed from the game "for pressing ceremonial purposes") as Wraith King.
  • Glowing Eyelights of Undeath: Before he turned into Wraith King.
  • Hell-Fire: When Ostarion was Skeleton King, Wraithfire Blast used to be Hellfire Blast, which seared an enemy with hellfire instead of spectral fire. The Blistering Shade Immortal item reskins Wraithfire Blast to resemble the ability it replaced.
  • Jack-of-All-Stats:
    • In the case of another carry, they would usually purchase items that synergize well with their abilities, or cover for their intrinsic shortfalls, and still adhere to a certain play style. However, this is not the case with Wraith King, since, despite his simplistic array of abilities, he has a lifesteal, crit, and reliable stun all without having to buy items. This allows Wraith King to diversify greatly and buy whatever items suit the situation, or even be played as a support/utility hero if one so desires.
    • Wraith King can be played as either a safe lane farmer, taking advantage of his passives to become a carry that is really hard to kill; or a support, using Wraithfire Blast's strong stun to roam and get kills all around the map, initiating a teamfight with the massive slow from Reincarnation, and transitioning to the late game as a semi-carry with Mortal Strike.
  • The Juggernaut: After he gets some items and levels, his great combat power combined with Auto-Revive ultimate make him this. With Divine Rapier, he takes this Up to Eleven. Divine Rapier gives a 330 damage boost to attacks (by far and beyond the highest in the game), at the cost that it drops when the holder dies and can be picked up by an enemy. However, it does not drop when Ostarion dies and is reincarnated. On top of that, it has excellent synergy with his other two passives, turning his Mortal Strikes decidedly more mortal, and making him even harder to kill in the first place because his Vampiric Aura heals him for enormous amounts of health from the ridiculous damage he's dishing out. BALLING OUT OF CONTROL? Absolutely.
  • Large and in Charge: He is much taller than most heroes.
  • Large Ham: Even the subtitles agree.
    Wraith King: SO WHAT IF I SWAGGER?
  • The Leader: When played right, Wraith King is both a very dangerous foe himself, and a massive threat with a team, He specializes in fighting alongside other physical-damage dealers, and leading the charge, dying, walking it off, then leading the charge again anyway.
  • Life Drain: Vampiric Aura, which has a uniquely visible "draining" effect on him on top of the usual green lines. One of his Level 25 Talent choice is boosting his Vampiric Aura even further.
  • Living on Borrowed Time: After Wraith King gets Aghanim's Scepter, allies near him when killed become Wraiths for 7 seconds, delaying their death. They can continue to attack, cast, use items,... until the duration ends.
  • Meaningful Name: Ostarion's name is derived from the Greek word for bone, "οστό" (ostó) - a relic from when he was Skeleton King.
  • Mighty Glacier: By the time Ostarion reaches Level 18, he becomes a pain to kill, yet can easily do so to his opponents. His primary weakness however is his rather low movement speed that allows easy kiting if he doesn't have the mana for Wraithfire Blast. You can just buy a Blink Dagger to mitigate this, though.
  • No Indoor Voice: To the point where a lot of his lines are subtitled in all caps.
  • Not the Intended Use: Despite technically being a carry, Wraith King has lots of useful abilities, especially Vampiric Aura, which actually allows him to be built as a support should one desire.
  • One-Handed Zweihänder: He has no problem swinging that giant sword of his around with one hand, although he will use both hands for Mortal Strike.
  • Our Ghosts Are Different: He is a wraith, an incorporeal undead creature sustained by pure spiritual energy. His Unbroken Fealty Immortal sword also reskins his skeleton minions into ghost-like creatures.
  • Playing with Fire: Wraithfire Blast sears an enemy with spectral fire.
  • Rated M for Manly: Thanks to Memetic Mutation, he's regarded as this, and when he was updated, quite a few of his new lines are quite fitting for the manliest hero without testicles.
    Wraith King: DEATH IS MY BITCH.
  • Resurrective Immortality: His ultimate, Reincarnation.
  • Royals Who Actually Do Something: Rather than sit around and let his armies do the dirty work, Wraith King prefers to set out conquering his enemies personally.
  • Sadistic Choice: A farmed Wraith King with his ultimate ready is this for the other team. They can kill the Wraith King first, but suffer the massive slow from Reincarnation which the other team can capitalize on. Or they can ignore the Wraith King and try to kill his teammates first, but risk letting the Wraith King tear them apart. However, if Wraith King is not farmed, he can simply be ignored in favor of the enemy team, and be killed later once his slow is no longer a threat.
  • Scenery Gorn: His kingdom was described as being made of bones.
  • Schmuck Bait: Reincarnation can be used as this, baiting enemies into what seems to be a near-dead carry, only for him to come back, and his team to descend on the would-be ambusher.
  • Self-Destructive Charge: Wraith King is sometimes played as an initiator, suicidally blinking into the enemy team and letting them kill him to set off the massive slow (as well as the barrage of Wraithfire Blasts if he takes the appropriate talent) from Reincarnation.
  • Shoulders of Doom: He has a shoulder guard on his right shoulder.
  • Shout-Out: As Skeleton King, he was one to a Diablo character. In the original DotA his name was King Leoric.
  • Sickly Green Glow: Both Wraith King himself and his Wraithfire Blast radiate a ghostly green light.
  • Spam Attack: Wraithfire Blast has a low cooldown, only 8 seconds, on a 2 second stun followed by another 2 second slow, meaning Wraith King can belt out constant crowd control once he has enough mana to sustain it.
  • Super Toughness: At level 18, Wraith King's ultimate will only have a cooldown of 40 seconds (further reduced to mere 30 seconds with an Octarine Core). Combined with an Aegis of the Immortal and Refresher Shard, this means that a Wraith King can revive four times in quick succession. Additionally, being a Strength hero (meaning very high HP) who already has a passive crit and lifesteal (which stacks with lifesteal from items), he's capable of regenerating absurd amounts of HP even in the middle of a teamfight, making him hard to bring down even without factoring in his ultimate.
  • Taking You with Me: With Aghanim's Scepter, he and his allies can attack and potentially kill their killer.
  • Testosterone Poisoning: Alongside Axe, he's considered the manliest hero in Dota, a sentiment certainly aided by this guide. After the transformation into the Wraith King, this image became canon.
  • This Is Gonna Suck: He has special reactions for reviving with no allies nearby, which almost all consist of this.
    "Guys? Guuuys?!"
  • Tin Tyrant: His "low violence" skin back in the Skeleton King days.
  • Unholy Matrimony: He's attracted to Queen of Pain. It's not clear if she feels the same way or not. The transition from Skeleton King to Wraith King has not changed his mind.
  • Unskilled, but Strong: His skill set is pretty simple compared to most heroes, but he can do and take enough damage that it doesn't matter.
  • Vampiric Draining: Vampiric Aura allows Wraith King and any nearby allies to restore 30% of whatever damage they deal with their right-clicks. Not only is this the largest lifesteal percentage in the game next to Satanic's active, it also fully works for ranged attacks as well (Vladmir's Offering grants less lifesteal for ranged units than it does for melee ones), and stacks directly with other lifesteal abilities.
  • Wrecked Weapon: Two of Wraith King's cosmetic weapons, the Relic Sword and the Shattered Blade of Levinthal, only have half of their blades remaining. None of this impacts his right-click damage in any way.
  • Zerg Rush: Wraith King's skeletons aren't very strong on their own, but they can be summoned up to 8 at a time (16 with a specific talent), making them dangerous both when pushing and when mobbing an enemy that just took a Wraithfire Blast.

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