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This is part of the character sheet for Heroes of Newerth. This page contains Strength heroes.

Agility | Intelligence | Strength

Accursed

Hellbourne Strength

  • Achilles' Heel:
    • Flame Consumption can be penetrated with Legionnaire's ultimate so long as Accursed's HP meets the threshold for Decapitate's instant kill - or skipped by a single attack that gets him from over 400 HP to zero so long as he doesn't manually trigger it.
    • If the enemy is paying attention, they can simply stop attacking Accursed while Flame Consumption is in effect, turning it into a minor invincible for 5 seconds ability, then blow him up when it stops. It also doesn't help that he remains fully vulnerable to disables, making it harder for him to escape.
  • Animated Armor: Implied.
  • Barrier Warrior: Accursed's second ability, Fire Shield, prevents damage to himself or an ally for a short duration, or until it absorbs a certain amount of damage, at which point it bursts, sending that damage back at the attackers.
  • Better to Die than Be Killed: Accursed can deny himself by using Cauterize while his health is below the spell's HP cost.
  • BFS: And you can set it on fire.
  • Black Speech/Speaking Simlish
  • Cast from Hit Points: His first ability, Cauterize, can either heal allies or damage enemies, at the cost of a fraction of that amount to Accursed's HP. Furthermore, since it deals Pure damage to Accursed, it is possible to heal yourself with it while Flame Consumption is active, or add to Fire Shield's damage counter.
  • Death Seeker
  • Empathic Healer: Can heal allies at the cost of his own HP with Cauterize.
  • Energy Absorption: Accursed's ultimate, Flame Consumption, turns any damage that Accursed takes during its duration into healing instead. If timed properly and used against the proper enemies, it can bring Accursed from near-death up to full health in a matter of seconds.
  • Expy: Of Defense of the Ancients' Abaddon, except with fire than evil ice.
  • The Faceless: The only thing you can see past the helmet is fire. Lots of it.
  • Gameplay and Story Segregation: Even though his background states that he's a Death Seeker, two of his abilities make him that much harder to kill.
  • Implacable Man:
    • Fire Shield gives him huge amounts of durability and let him easily absorb damage, meaning that he can tower dive or chase early on in the game while taking minimal damage. It also removes debuffs from the target upon casting, including stuns.
    • Flame Consumption itself is also this. Upon triggering, it will remove all debuffs from Accursed, much like Fire Shield, and disjoint most projectiles flying at him.
  • Magic Knight: Though a support and reliant on his spells, Accursed is no slouch in direct combat either due to his relatively high base damage and Sear.
  • Playing with Fire: All over the place.
  • The Red Mage: Accursed's abilities can all be used to harm his enemies or to aid his allies, often both at once.
  • Spikes of Villainy
  • Status-Buff Dispel: When cast, Fire Shield removes most negative buffs from the target, while Flame Consumption does the same for Accursed himself. Notably, this includes a number of debuffs that cannot otherwise be dispelled, such as most stuns.
  • Stone Wall: Despite being a support hero, Accursed can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation is something only Accursed can boast. However, Cauterize and Fire Shield do not deal much damage, and his steroids, Sear, only gives a flat 40 bonus to attack speed, so Accursed has trouble dishing out damage to the degree a (semi-)carry can.

Amun-Ra

Hellbourne Strength

Apex

Hellbourne Strength

  • Heal Thyself: The Burning Ember performs a channel that heals Apex over time.

Armadon

Legion Strength

  • Achilles' Heel: Unlike other Strength-based carries, Armadon is particularly vulnerable to silences, since he needs to constantly cast spells in order to proc Restless and ramp up Spine Burst counters on nearby enemies.
  • Badass Back: Armordillo lets him take less damage from behind while still being able to retaliate with Spine Burst, both triggered by the passive and triggered manually. It's not uncommon to see Armadon farming stacked Ancients by walking up to them, turning his back, and spamming Spine Burst until everything is dead.
  • The Berserker: His playstyle revolves around charging straight into the enemy team, spamming Snot Storm and Spine Burst everywhere to rack up Restless, and shrugging off everything the enemy throws at him with Armordillo.
  • Combat Pragmatist: He uses his snot as a weapon, which certainly qualifies.
  • Counter-Attack: If taking damage from the rear, his passive Armordillo will automatically release a Spine Burst.
  • Death of a Thousand Cuts: Spine Burst is very weak, but has low cooldown and increases in power with each subsequent hit.
  • Expy: Of Defense of the Ancients' Bristleback.
  • Glacier Waif: Despite being a tanky Strength hero, Armadon has the alt avatar Arma Donna, a little girl who cosplays as him.
  • Lightning Bruiser: Armadon with maximum stacks of level 3 Restless active will have +35% movement speed and +210 attack damage, while Armordillo reduces all of his damage taken from the rear by 40%, making him virtually invulnerable unless taking damage from the front (which isn't helped by the fastest turn rate in the game, making the passive easily abusable by a good Armadon player). Good luck.
  • Magic Knight: Armadon has the highest Intelligence growth amongst non-Intelligence heroes; he also has two cheap, spammable spells and an ultimate which synergises very well with them.
  • Nasal Weapon: Snot Storm, which launches a ball of snot at a target.
  • Natural Weapon: His quills and snot.
  • Spam Attack: Both Snot Storm and Spine Burst are very spammable with their very short cooldown and low mana cost, synergising well with Restless, which increases Armadon's damage and movement speed every time he casts a spell.
  • Spike Shooter: He is able to shoot the quills from his back.

Balphagore

Hellbourne Strength

Behemoth

Legion Strength

  • Barrier Warrior: Fissure can not only stun but also temporarily create an impassible crevasse. Knowing how to use it to trap enemies (as well as not trapping your own teammates) is vital to mastering Behemoth.
  • Black Mage: Although he's a Strength hero and has good durability, his base auto-attacks are fairly weak and he relies heavily on his spells to support his team.
  • Charged Attack: Enrage gives him a massive damage boost for one attack, and with Heavyweight can damage and stun every enemy in a small radius. It's one of the few damage amplifiers that stack with critical hits.
  • Conservation of Ninjutsu: Invoked on the enemy by Shockwave. Against a lone hero it's pretty much an instant stun with hideously long cooldown; against a full team with creeps and summons thrown in, a Total Party Kill.
  • Difficult, but Awesome: Behemoth's bread and butter skill, Fissure. Bad Behemoth players are prone to use this skill to block teammates, isolating them from the team and netting the enemies an easy kill or leave enemy heroes on the wrong side of the crevasse, allowing them to escape with an easy walk. However, good Fissure usage can provide great utility, able to block a lane in a gank, stop chasing/escaping enemies, snipe enemy heroes with its extreme range, isolate them from their teammates or otherwise trap them in unpleasant positions.
  • Dynamic Entry: When he uses Enraged Leap, Behemoth can jump to any spot inside a 900 AoE around him, giving him a built-in blink on a 8 second cooldown.
  • Expy: Of Defense of the Ancients' Earthshaker.
  • Glass Cannon: Despite being a Strength hero, Behemoth is relatively fragile due to his low armor, mediocre Strength and his item build which consists of no durability items whatsoever, instead focusing on supporting and positioning to maximise the disruption from Fissure and the massive damage potential from Shockwave. Proper usage of his abilities can cause the most burst damage in a few moments any hero is capable of in the entire game.
  • Herd-Hitting Attack: Shockwave deals bonus damage per every enemy unit within range without an upper limit, so hitting a lot of enemies is a requirement for it.
  • In a Single Bound: Enraged Leap allows him to pull off some truly impressive leaps.
  • Involuntary Group Split: Fissure can block off enemies from their allies, leaving them at the mercy of your team. Of course, it's also easy to rush this and cause more harm than good - you can easily block off your team mates, save enemy heroes or condemn your own.
  • Mr. Fanservice: Anhur, one of Behemoth's Alt Avatars, goes around shirtless and boasts a ripped body with six-pack abs.
  • Shockwave Stomp: With Heavyweight, each of his abilities triggers an extra shockwave that stun enemies around him.
  • Spam Attack: Enrage is a cheap spell used mostly to trigger Heavyweight, since by itself, all it does is increase your attack damage for one attack, on a hero that is rarely built as a right-click attacker.
  • You Shall Not Pass!: You can invoke this trope with his Fissure.

Berzerker

Legion Strength

Bramble

Legion Strength

Cthulhuphant

Hellbourne Strength

Deadwood

Hellbourne Strength

Devourer

Hellbourne Strength

  • Better to Die than Be Killed: Devourer can use Decay's self-damage to kill himself, preventing the enemy team from getting gold and experience from his death.
  • Cast from Hit Points: Decay damages Devourer himself as well.
  • Cthulhumanoid: Keelhaul Devourer has a face full of tentacles.
  • Difficult, but Awesome: To make good use of Devourer, one must master Guttling 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.
  • Expy: Of Defense of the Ancients' Pudge
  • 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 Decay does a lot of damage to him while it's activated. This can be offset with enough kills/assists to get Cadaver Armor stacks, and smart item pickups; good choices include Behemoth's Heart or Ultor's Heavy Plate, both being efficient and having high synergy with his skills.
  • Lead the Target: On top of Guttling Hook itself being this, good Devourer play requires adapting to his slow attack animation in order to get enough last-hits to buy what he needs. In general, playing Devourer well requires thinking ahead and in multiple directions in order to outsmart your opponents and overcome Devourer's limitations.
  • Life Drain: Devour heals Devourer for any damage done.
  • Magic Knight: Though Devourer is a Strength hero, he has little use for his right-click attacks, but instead relies on the massive damage of Guttling Hook, Decay, and Devour to gank.
  • Poisonous Person: Decay releases a toxic, choking gas emanating from Devourer's putrid mass.
  • Projectile Spell: Guttling Hook will snag and drag the first unit it touches.
  • Skill Gate Characters: Warding utterly destroys Devourer's attempts to gank. However, skilled Devourer 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 Devourer 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.
  • You Will Not Evade Me: Guttling Hook is based on Meat Hook, the grand-daddy of all the other similar skills in other MOBAs, pulling enemies back to you from a long range.

Drunken Master

Legion Strength

Electrician

Hellbourne Strength

Flux

Legion Strength

Gauntlet

Hellbourne Strength

Hammerstorm

Legion Strength

  • Armor-Piercing Attack: Cleave damage is not actually reduced by armor, nor is it evadable. While most cleaves are too weak for this to have much practical effect, Mighty Swing deals half of Hammerstorm's damage, enough that often his cleave is more damaging than the main attack.
  • Awesome Ego: Invoked in his tool tips and texts, which boasts on how awesome he is, and heck, his tooltip in Galvanize begins with: "Everyone is a loser when compared to Hammerstorm."
  • Boisterous Bruiser: Hammerstorm remains a jolly dude in spite his 'stoicness'
  • Dynamic Entry: Using Staff of the Master, Hammerstorm can throw his hammer to the ground and make it stay to that ground, it enables him to teleport right to the hammer's location by jumping right onto it.
  • Expy: Of Defense of the Ancients' Sven. Hammerstorm's skill set is basically Sven's with different names (AoE stun, Cleave, Speed/Armor Boost, Strength Boost)
  • Glacier Waif: Locksmasher is a little girl wielding a hammer nearly as big as she is, and sharing Hammerstorm's Mighty Glacier moveset.
  • Herd-Hitting Attack: Mighty Swing is the single most powerful cleave in the game (barring the cooldown-limited Flagellation), in both area of effect and percentage damage. And to note, once Hammerstorm learns this skill, it becomes his basic attack without any cooldowns whatsoever (like getting a free Runed Cleaver).
  • Hour of Power: Brute 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, along with some cheap attack speed items like Elder Parasite. Without Brute Strength, his damage output is mediocre at best. Teamfighting with Hammerstorm essentially follows a simple formula: Blink onto the enemy, Hammer Throw as many as possible, pop the rest of his abilities along with Elder Parasite, and try to murder everyone within the next three seconds.
  • Humongous-Headed Hammer: Two of his Alt Avatars, Hammer Lord and Lion of the Gods Hercules, carry a two-handed sledgehammer the size of their own torso.
  • Interface Screw: It's not exactly 'screwing', but if he activated Brute Strength, everytime Hammerstorm hits something, the screen minorly shakes.
  • Large Ham: He's not so much this (though carries some boisterousness), but his Hercules Alt Avatar... okay, it turns him into the mythological Hercules, but man does he ramp up the sound volume and shouting. FEEEEEL MY CLUBBB!! or LEGENDARY STRENGTH!!!. Yeah, may want to tone down the volume this way.
  • Money Multiplier: Mighty Swing 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. Later levels make clearing out stacked ancients a trivial task. Galvanize helps as well by increasing his movement speed so he can walk from camp to camp to clear them faster.
  • Stripperiffic: Helga Hammerstorm's outfit (a leather bikini, short skirt, boots, gloves and helmet) shows a lot of skin for a melee Strength hero.
  • Super-Strength: Ahem, Brute Strength.

Jeraziah

Legion Strength

  • Anti-Magic: Protective Charm grants Magic Immunity to a unit.
  • Barrier Warrior: Jeraziah's second skill, Protective Charm, gives the target Magic Immunity.
  • Celibate Hero: Because of trying to avoid the Third Corruption, Jeraziah swore to never involve himself in seduction and romance. This... unfortunately backfired when Calamity ended up turning to The Dark Side and opposing him because of his refusal.
  • Combat Medic: Jeraziah can heal his allies with Inner Light and boost their health regeneration with Sol's Blessing.
  • Difficult, but Awesome
    • Proper use of Inner Light 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 a gank to backfire, allow good players surprising lane control and pull a first blood when combined with a good ganking hero.
    • In general, Jeraziah 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 Jeraziah players have to have good predictive sense, and plan their moves out a bit ahead of time.
  • Expy: Of Defense of the Ancients' Omniknight, although Jeraziah has one unique skill that allows him to be a semi-carry while supporting as opposed to Omniknight being pure support.
  • The Hero: Jeraziah was once the protagonist in a series of games featuring the realm Newerth, before Heroes of Newerth came to fruition.
  • Holy Hand Grenade: Inner Light deals damage and simultaneously heals an ally.
  • Light 'em Up: His skill Inner Light.
  • Magic Knight: While he is a Strength melee fighter instead of an Intelligence caster, Jeraziah relies greatly on his spells in order to make an impact in teamfights.
  • Nigh-Invulnerability: Sol's Blessing makes all allies within a certain radius of him immune to physical damage. Combined with Magic Immunity (such as from a Shrunken Head).
  • No-Sell: Spells and items skills don't work against an ally or himself with his second skill casted upon.
  • The Paladin: Knight-like Armor? Check. Sword and Shield combat? Check. Virtuous man associated with light? Check. Light and Healing magic? Check.
  • Seven Deadly Sins: The Dark Side of his character, aligned to the sin of Pride, Pride Jeraziah.
  • Royals Who Actually Do Something
  • The Chosen One

Keeper of the Forest

Legion Strength

  • Combat Medic: Nature's Guidance heals its target over time. It's also one of the few abilities that can heal buildings.
  • Expy: Of Defense of The Ancients' Treant Protector, as the name rather obviously implies.
  • Invisibility: Nature's Guidance turns the target invisible when near trees.
  • Lightning Bruiser: As long as he is near forest areas. Or his animated trees.
  • Plant Person
  • The Red Mage: Keeper of the Forest's ability set balances offense (with Overgrowth and Leech Seed) and protection (with Nature's Guidance).
  • When Trees Attack: Keeper himself, and when he summons fighting trees out of forests.

Kraken

Hellbourne Strength

  • Making a Splash: Kraken's Torrent and aptly named Splash.
  • Ramming Always Works: His Tsunami Charge. It will stun the hero that he has rammed if they bump into an obstacle (such as a cliff or forest).
  • Reluctant Warrior: Cancer, one of Kraken's Alt Avatars, would like nothing more than to relax in her seaside retreat and tend to her beloved crablings, before the Zodiacs were drawn into the war between the Legion and Hellbourne.
  • Splash Damage: At his third skill on cooldown, he performs a bash on the next attack, dealing this in the area.
  • Stone Wall: With his Kraken Shell, and the built set of items that he is supposed to make.

Legionnaire

Legion Strength

  • Chain Lethality Enabler: Decapitate only goes on cooldown if it fails to finish off its target (or if Legionnaire uses it on a non-hero unit, including couriers). Otherwise, if there are multiple low-HP enemies grouped together, Legionnaire can chain Decapitate to score multi-kills.
  • Chainmail Bikini: His plate armor leaves his belly uncovered for some reason.
  • Counter-Attack: Whirling Blade has a chance to trigger when Legionnaire is attacked.
  • Coup de Grâce: Decapitate deals moderate damage, but will instantly kill any hero below a certain HP threshold. No exceptions.
  • Expy: Of Defense of the Ancients' Axe.
  • Finishing Move: Decapitate kills off the enemy hero automatically if it meets the required HP of the enemy targeted.
  • Kill Steal: Decapitate is guaranteed to award the kill to Legionnaire and resets its cooldown if it successfully kills an enemy hero, allowing him to promptly chop off the heads of three or more heroes in a teamfight.
  • Navel-Deep Neckline: Boudica's armor opens at the front to show the tattoos on her cleavage and belly.
  • No Saving Throw: If you get hit by Decapitate while under the health threshold (and it's not blocked outright by Null Stone), nothing will save you from death.
  • Off with His Head!: One of his responses as you issue any commands excluding attack. More like:
    Legionnaire: Off with their heads!
  • Power Nullifier: Taunt is this in effect, as the targets can do nothing but attack Legionnaire for its duration (which, given the existence of Whirling Blade and heroes that are not Legionnaire, is something that you never want to be forced into).
  • Practical Taunt: Taunt forces enemies to attack him for a few seconds and leave his allies alone. To offset the damage he takes on himself, he also gains a substantial increase in armor.

Lodestone

Hellbourne Strength

Lord Salforis

Hellbourne Strength

Magebane

Legion Strength

  • Anti-Magic: Master of the Mantra increases Magebane's magic armor.
  • Armored But Frail: With Master of the Mantra and Agility from levels and items, Magebane becomes hugely resistant to both physical and magical damage when he gets farmed. However, his durability is kept in check by his depressingly bad Strength.
  • Crutch Character: Despite being a Hard Carry, Magebane is more defined by his ability to safely and quickly farm up than anything else, and will fall off in comparison to harder scaling carries with slower or less safe early games.
  • Expy: Of Defense of the Ancients' Anti-Mage
  • Finishing Move: Mana Rift is best used to finish off a fleeing enemy, as it has bigger range than Magebane's right-click attacks and deals damage based on missing mana, so it's most effective if the target has expended their mana or has had theirs burnt by Mana Combustion.
  • Flash Step: Can blink using Flash of Anti-Magic.
  • Fragile Speedster: Magebane has extremely pitiful Strength gain, so in the early levels he's quite easy to kill, having only his Flash of Anti-Magic and Mana Combustion to remain mobile while dealing damage.
  • Glass Cannon: A notable subversion. On paper, he looks like your typical squishy DPS hero, with high innate agility and low base attack time giving him high attack damage output alongside pitiful Strength and a list of preferred items that don't boost survivability. In practice, he doesn't really need much survivability; his primary attribute, Agility, means a farmed Magebane will be stacked with armor, while Master of the Mantra gives him all the magic armor he needs and then some, meaning he won't be going down quickly unless the enemy has a lot of Pure damage. And even then, his Flash of Anti-Magic means that you also need disables or help from teammates to cut off his escape routes.
  • Item Caddy: Magebane's main strength compared to other hard carries is his ability to flash-farm and split-push very quickly: with the cleave and mana regeneration from Runed Cleaver, he could spam Flash of Anti-Magic to jump from jungle camp to jungle camp and farm endlessly, while his low BAT and high Agility means that his Geometer's Bane illusions will easily melt targets. It's not uncommon to see Magebane already six-slotted while the enemy carries are still busy farming their luxuries. The downside to this is that he has a 15-20 minute window where you NEED to win before he gets outcarried, as Mana Combustion doesn't scale very well into the ultra lategame and he becomes susceptible to the high physical damage of opposing farmed carries.
  • Lightning Bruiser: With enough points in Master of the Mantra and armor via his agility gain, he becomes extremely hard to kill since he can shrug off magic nukes and most of the physical damage that's thrown his way. Not to mention being able to use Flash of Anti-Magic to dodge attacks and Geometer's Bane to force the enemy team to spread out their damage.
  • Mage Killer: Exactly What It Says on the Tin, Magebane is particularly effective against Intelligence casters since he takes less damage from their nukes and can burn their mana.
  • Magikarp Power: The archetypal "hard carry"; he's fairly useless early on in the game, but as soon as he finishes farming his core items (usually a Runed Cleaver and Geometer's Bane) he becomes nearly unstoppable with the right team behind him.
  • Mana Burn: He does this on normal attacks. His ultimate, Mana Rift, deals damage based on how much mana his target is missing, which synergizes with Mana Combustion.
  • Teleport Spam: Flash of Anti-Magic is spammed to jump from jungle camp to jungle camp and farm after Magebane gets his Runed Cleaver.

Magmus

Hellbourne Strength

  • Black Mage: His base damage and attack speed are both mediocre, but he makes up for it with his massive spell damage; Eruption alone can melt an entire team if they're not prepared.
  • Blue-and-Orange Morality: As the physical manifestation of a sentient desert, he as a negative view towards greenery and vegetation.
  • Charged Attack: Eruption needs to channel for 2 seconds before activating. Skilled Magmus players usually activate this before using Portal Key to enter teamfights.
  • Death of a Thousand Cuts: Each Eruption pulse doesn't hit that hard actually, it just hits twice a second for 4-6 seconds. Steam Bath is an even better example, doing 90 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 Eruption is very hard to pull off, but doing so properly does damage comparable to Silver Bullet or Blazing Strike but to everyone in range.
  • Dynamic Entry: The first sign of Magmus' presence in a teamfight is often a Lava Surge or blink in after channeling Eruption away from the action.
  • Expy: Of Defense of the Ancients' Sand King
  • Hitbox Dissonance: If Magmus gets forcibly moved during Steam Bath without interrupting the ability (by something like Tablet of Command, for instance), the damage area follows him but the visual effect remains in place. Hilarity Ensues if the enemy doesn't notice that the Steam Bath isn't doing any damage, as it can lead to them wasting a bunch of spells on absolutely nothing.
  • Organic Bra: Magmus's Alt Avatar Fireheart has igneous rocks covering her breasts, crotch and buttcrack.
  • "Pop!" Goes the Human: When a unit affected by Lava Touch dies, it violently explodes.
  • Smoke Shield: When he uses Steam Bath. It makes him invisible and deals damage per second to enemies inside it.
  • Splash Damage: Lava Touch enables Magmus to deal an explosive damage in an area when he successfully kills an enemy.
  • Stripperiffic: Her completely covered arms and legs aside, Fireheart only covers very little else.
  • Squishy Wizard: Despite being a Strength hero, his low base Strength leaves him very fragile when compared to other Strength heroes, and even various Intelligence and Agility heroes have higher HP than him, at least until he could build a few items to tank up.
  • Weaksauce Weakness: Magmus has a rather long list of vulnerabilities to rather mundane items or abilities, especially when it comes to Steam Bath, including Ward of Revelation, Dust of Revelation, and any Area of Effect stun (mini- or otherwise) or knockback (both of which also interrupt Eruption if he's hit mid-channel). Steam Bath's rather obvious area of effect certainly doesn't happen matters.

Maliken

Hellbourne Strength

Midas

Legion Strength

  • Difficult, but Awesome: All of his activated skills are skillshots, and his ult does nothing but power them up and reward you for hitting them all with a massive stun.
  • Extra-ore-dinary: Once he gets his Ultimate Transmute, whenever each of his enemies has touched two of his other three skills, it freez—er, turns into gold.
  • Flash Step: A Gold-using blinking version.
  • Liquid/Energy Gold Assault
  • Healing Shiv: You're an ally of Midas. Then... oh no, the Golden Horde of Lion's Pride is crashing at you! Wait, you healed as they passed through?
    • Even better the lions become stronger for every ally they heal.
  • The Atoner

Moraxus

Hellbourne Strength

  • Barrier Warrior: There's his Arcane Shield and then his Ultimate Matraxe, which absorbs all incoming damage for as long as it has health.
    • And then the player builds a Barrier Idol item for him...
  • Chainsaw Good: His alternative avatar Chainsaw Moraxus.
  • Luckily, My Shield Will Protect Me: The aforementioned Arcane Shield blocks enemy skill/skill projectiles and even makes him faster after he successfully blocks one.
  • Shockwave Stomp: When he uses his Quake, which stuns and damages enemies in area.
  • Stone Wall: Building as this for him is the recommended way of playing as him.
  • Throwing Your Axe Always Works

Pandamonium

Legion Strength

  • Badass Normal: Participates in the battle against Hellbourne with only his physical prowess.
  • In a Single Bound: He can cover some distance with his *Cannonball*.

Pebbles

Legion Strength

  • Alpha Strike: Pebbles in a fight boils down to jumping onto the enemy, firing off Stalagmites and Chuck, and hitting them. His glacial attack speed backed by a low 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: Chuck is one of only a handful of spells in the game that damages buildings.
  • Bigger Is Better: Leveling up his Ultimate skill passively increases his size, becoming the biggest hero in the game.
  • Can't Catch Up: As formidable as Pebbles is, his low Agility ultimately limits his carry potential. Most carries can often match him blow-for-blow once farmed, at which point Pebbles's abysmal attack speed puts him at a severe disadvantage.
  • Expy: Of Defense of the Ancients' Tiny. Or, at least, pre-7.07 Tiny.
  • Fastball Special: Chuck 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, Chuck inflicts damage to the tossed unit, and does AoE damage if targeted on an enemy. If combined with Stalagmites, it inflicts double Stalagmites' damage, making Pebbles capable of one-shotting most squishy heroes in the game.
  • Herd-Hitting Attack: Pebbles's Stalagmites + Chuck combo makes standing close a very bad idea.
  • The Juggernaut: The fact that he's a Strength hero combined with Slab Skin granting him a crapton of armor makes bringing Pebbles down rather difficult, while Enlarge also gives him tremendous attack damage and his other abilities let him tear apart groups of enemies with ease.
  • Magic Knight: Early on, much of Pebbles's damage output comes from his spells. Later on, though, Enlarge allows him to augment that spell damage with very powerful attacks.
  • Mighty Glacier: High Strength, high spell damage, absurd right-click damage, but extremely low Agility, can't really move quickly, and slow-as-molasses attack speed which gets even slower the more points Pebbles puts into Enlarge.
  • Pint-Sized Powerhouse: Initially, he is this... until he levels up his ultimate and grows.
  • Surprisingly Sudden Death: Casting Chuck on a hero while they're being hit by Stalagmites causes them to take nearly triple damage from Stalagmites, allowing Pebbles to annihilate lone enemy heroes very quickly. Throw in a Portal Key, and pain tends to ensue.

Pestilence

Hellbourne Strength

  • Anti-Escape Mechanism: Every single one of his abilities is designed to make running from him a pointless endeavor.
    • Flight gives him a large movement speed boost and lasts far longer than other boosts.
    • Impale is an AoE stun with a small slow attached to the end, letting him stop enemies in their tracks.
    • Gore lets him extend stuns from Impale 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.
    • Swarm 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 Portal Key so even that may not work.
  • Armor-Piercing Attack: Swarm reduces armour. It also makes its target visible to Slardar.
  • Close-Range Combatant: Pestilence absolutely has nothing to deal damage from afar. Swarm is the only one that can target from afar, but he still has to get close first. While this can mean that ranged units can harrass him only in the laning phase, if Pestilence ever gets close enough to them, then they're in for a pain. And outside laning phase... well, he is also loaded with Anti-Escape Mechanism to make sure he sticks close to his victim.
  • Damage-Increasing Debuff: Swarm decreases armor and gives Pestilence true sight of whoever he's targeted.
  • Evil Chancellor: Once a chancellor to Moon Queen before joining the Hellbourne for power.
  • Expy: Of Defense of the Ancients' Slardar
  • Horsemen of the Apocalypse: The aptly assigned Horsmeman of Pestilence as one of his alternate avatars.
  • Lightning Bruiser: Pestilence can move extremely fast with Flight, 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.
  • Magically Inept Fighter: He does purely physical damage, including the added damage of Gore and Impale, all the better to take advantage of Swarm.
  • Random Number God: Gore has a random chance to bash on each attack: with luck, you could keep an enemy permanently stunned, but there is also a possibility of not landing any bashes and allowing them to get away.
  • Super-Speed: Flight grants Pestilence a large boost to his movement speed.
  • Use Your Horned Head

Pharaoh

Hellbourne Strength
—-
  • Anti-Escape Mechanism: All of Pharaoh's abilities make him extremely hard to escape from once he has you in his sights:
    • Hellfire, on top of dealing loads of damage over time, will mini-stun the enemy every time it connects, forcing them to stop (and cancelling any channeled abilities). This means that a Pharaoh walking alongside a lone opponent can slow them down drastically, on top of the damage.
    • Wall of Mummies will lock down anybody within a certain radius of Pharaoh, preventing them from moving outside of an extremely small radius (all while being trapped right next to him).
    • Tormented Soul has global range, allowing smart players to spot out enemies (including invisible ones with the appropriate talent), or even kill weakened opponents with good aim.
    • Wrath of the Pharaoh's massive cast range allows Pharaoh to instantly latch on to and fly up to opponents that are even remotely near him.
  • Barrier Warrior: Wall of Mummies forms a barrier of eight mummies around Pharaoh, trapping nearby units and shocking enemies if they approach.
  • Defog of War: His third ability, Tormented Soul, on top of having global range and dealing damage, lights up the area where it explodes for several seconds, and reveals terrain as it flies over, making it useful for scouting out areas on the other side of the map.
  • Difficult, but Awesome: Despite its global range, Tormented Soul travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Pharaoh. Wrath of the Pharaoh also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Pharaoh becomes much deadlier. Tormented Soul can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply to deny an enemy's potions during early laning), while Wrath of the Pharaoh can travel across more than a screen to latch enemy heroes who think they're safe, use Wall of Mummies to lock them in, and activate Hellfire to deal damage over time.
  • Dynamic Entry: Because Wrath of the Pharaoh has such a massive range (well beyond visual range at all levels), Pharaoh can use it to latch onto enemy heroes who don't even know that he's in the area ("area" being anywhere within two screens).
  • Expy: Of Defense of the Ancients' Clockwerk.
  • Lead the Target: Tormented Soul will allow players to snipe people from across the map once they get a feel for how much damage it does, and how fast it travels.
  • Lightning Bruiser: On top of having impressive Agility gain, he has above-average movement speed, and Wrath of the Pharaoh allows him to instantly close the gap between him and his target, making him extremely mobile. Leans more toward Stone Wall and eventually Fragile Speedster in the late game, due to both his damage and tankiness falling off sharply at various points.
  • Mana Burn: Enemies that touch the Wall of Mummies barrier are shocked, losing both health and mana.
  • Random Number God: Hellfire's greatest weakness is that it hits random targets nearby. This means that while it is extremely powerful against lone opponents, trying to use it in a crowd will spread the damage and mini-stuns out ineffectually.
  • Suicide Attack: Pharaoh is often played as a suicide initiator, using Wrath of the Pharaoh to fly straight into the enemy team and Wall of Mummies to disrupt their positioning and let his allies come in. As a result, he is often focused down and killed quickly, especially in the late game, when he becomes much less durable due to a lack of items since he farms extremely slowly.
  • You Shall Not Pass!: When he activates the Wall of Mummies.
  • You Will Not Evade Me: His Ultimate reels himself to the hooked enemy.

Predator

Legion Strength

  • Badass Normal: Really gets around the battlefield with only his inborn abilities.
  • In a Single Bound: Predator's Venomous Leap.
  • Lightning Bruiser: Now more emphasized beginning from the update where his Ultimate Terror becomes passive, because there is no more long-term gap between him being fast when he attacks the "marked" targets.
  • Loud of War / Roar Before Beating: When he uses his Terror, he roars wildly first before he proceeds to kick ass.
    • Well using the Orb-Walking technique, you can cancel that animation and start to beat down opponents immediately.
    • As of the Runic Shift (patch v3.1.0), Predator's Ultimate Terror is passive, thus animation is not seen anymore and no one will see this trope applied to Predator anymore.
  • Stone Wall / Power Nullifier: Becomes this with his Stone Hide. He has tons of armor and spells cannot work on Predator while he has said skill.
    • With him being a Lightning Bruiser and a Stone Wall at the same time, plus the fact that he is an STR-type, he is arguably the strongest carry in the game in full build.

Prisoner 945

Legion Strength

  • Epic Flail: He has a ball and chain for use against his enemies.
  • Large Ham: Whenever he successfully uses his Ultimate Prison Break, he shouts this, and every player who is in the scene can hear it:
    Prisoner 945: "I AM FREE... AT LAST!!"
  • You Will Not Evade Me: When he uses The ol' Ball and Chain. All enemies in line of the ball and chain will be dragged to him.

Rally

Legion Strength

Rampage

Legion Strength

Ravenor

Hellbourne Strength

Riptide

Hellbourne Strength

Salomon

Legion Strength

Solstice

Legion Strength

  • Navel-Deep Neckline: Her Trophy Alt Avatar's night form's "armor" has a plunging neckline which dips to her navel.
  • Primal Stance: The King Animus Alt Avatar walks on all fours during the night.
  • Stripperiffic: Her Spring Break Alt Avatar wears only a sports bra and sash during the night.

The Gladiator

Legion Strength

  • Alpha Strike: Because of his extremely limited mana pool, Gladiator players must carefully decide when and where they'll cast their spells, since even a max level Gladiator will easily chew through at least half his mana pool casting only a handful of spells if he hasn't built any mana pool increasing items (as he will likely be building raw damage in order to splash physical damage on the enemy through Flagellation). If the Gladiator decides to cast all three of his spells in a single teamfight (potentially dealing upwards of 900 area-of-effect magical damage on top of the stuns and disables, and before even factoring in Flagellation), he'll spend upwards of 500 mana, rendering him unable to use even a TP Scroll afterward.
  • Critical Hit Class: While the Gladiator has no natural ability to crit, Flagellation splashes all enemies in front of him with 100% cleave damage (meaning that it ignores armor). This means that smart Gladiator players will abuse this by building, Riftshards to inflict critical hits (and increase the chances of landing a crit if more than one is bought), an Assassin's Shroud to initiate (and to apply the bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs Flagellation will deal a massive crit damage to all targets in an area, bypassing any armor that they may have and potentially resulting in a Total Party Kill.
  • Difficult, but Awesome:
    • Both Pitfall and Call to Arms have extremely long delays, so they're very hard to land. However, a good Gladiator can cast Showdown and Pitfall combos to lock down enemies, and even toss Call to Arms into the mix for a combo that will deal a massive amount of damage to a group of enemies before cleaving them in two with Flagellation.
    • Flagellation is a powerful area cleave, but is hard to bring off due to it only proccing once every few seconds (meaning that you'll have to refrain from attacking until just the right moment). However, properly used, a smart Gladiator player can use nearby creeps (and even enemy summons in a teamfight) to splash through the enemy's armor and hit the entire enemy team at once. This is lessened with how not many people realize that it's an auto-cast spell that was set on 'on' by default, thus technically they can turn it off when the spell is ready and then fire at will by hitting W on the main target.
    • Showdown has more utility than preventing enemy Heroes from escaping. When cast on an allied Hero, it provides double the delay that it would for an enemy Hero, allowing them to either temporarily move to another part of the map to push or counter-push, or initiate on the enemy with a guaranteed method of return (provided that the Gladiator can time the return well). This means that a TP scroll can be used to go back to base to quickly heal up and then get back into the fight, an ally can TP to counter-push a tower and then return back to the front lines, or an ally can chase a fleeing enemy and finish them off and then return to safety.
  • Expy: Of Defense of the Ancients' Kunkka, except with Gladiator motifs instead of Naval motifs.
  • Herd-Hitting Attack: Flagellation turns his main melee attack into this every once in awhile, giving him a damage buff and letting it cleave for full damage in a very wide radius. Build Riftshards and see as he murders the entire enemy team in one attack.
  • Lead the Target: Both Pitfall and Call to Arms have to be manually aimed with fairly long delays.
  • Long-Range Fighter: In spite of being a melee Strength hero, the Gladiator is not recommended to directly manfight at close range. His real strength is to barrage his enemy with popping pitfalls or calling his friends to ram an area or manipulating their locations from afar, and only closing in just for one Flagellation strike, which can hit multiple enemies behind his intended target, it also has a wide range and when properly itemized, it can deal absurd damage against the enemies he just barraged from afar.
  • Magic Knight: The Gladiator has a wide array of powerful magic spells and nukes, but he's also well known for being able to splash absurd amounts of physical damage across the enemy team as well, making him one of the few examples of a Magic Knight who remains strong in both categories throughout a match. His only real limitations are the difficulty of landing his nukes, his relatively low manfight potential and his small mana pool.
  • Teleport Interdiction: Showdown can be used on enemies who are trying to flee, as they will be brought back to the X after up to 4 seconds no matter how far they've gone.
  • Walking Shirtless Scene: Aside from a big ass pauldron, the Gladiator is completely shirtless.

Tundra

Legion Strength

  • Armor-Piercing Attack: Avalanche can stun its target through magic immunity, and knock back spell immune enemies between him and the primary target (although no damage will be dealt to spell immune units and secondary targets won't be slowed after the push). It's one of the most powerful disables in the game since it can be cast from range and will guarantee stun its target for up to 4 seconds (doubles if you purchase a Restoration Stone, which is a common item for him).
  • The Beastmaster: While Tundra's own damage output may be mediocre, he can summon Shiver and Coeurls with Call of Winter.
  • Defog of War: Shiver is one of the best examples of this. It can fly over cliffs and grants flying vision in a large radius.
  • Expy: Of Defense of the Ancients' Beastmaster
  • Familiar: Shiver and the Coeurls, summoned by Call of Winter.
  • Some Dexterity Required: Because he can summon units with Call of Winter, proper Tundra play revolves around being able to micromanage where you place them and how you use them.
  • Stone Wall: Tundra is fairly tanky (and can become even more so by building the right items), but his utility-oriented skillset and so-so right-click attack mean that he has trouble dishing out damage to the degree that a true carry can - most of his damage output rather comes from his Coeurls and Whispering Helm minion.
  • Summon Magic: Call of Winter lets Tundra summon Shiver and Coeurl, with varying increases in effectiveness as he levels the skill up.

War Beast

Hellbourne Strength
—-
  • The Beastmaster: He can summon canine familiars with Summon Hellhounds. Primal Rage and Metamorphosis also encourage building summoning items like Whispering Helm on him as well, since they benefit all units under his control.
  • Canine Companion: His hellhounds.
  • Critical Hit Class: Metamorphosis gives all units under War Beast's control the ability to crit, including War Beast himself. Expect to see a lot of red numbers when he's fighting while Metamorphosis is active.
  • Expy: Of Defense of the Ancients' Lycan
  • Familiar: His summoned wolves.
  • Fragile Speedster: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. They're also extremely fast, but still easily wiped off the map with a few autoattacks.
  • Glass Cannon: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. On the other hand, they hit fairly hard and when under the effects of Primal Rage and Battle Cry they will do outrageous damage, but still easily wiped off the map with a few autoattacks.
  • Invisibility: His summoned hellhounds at level 4.
  • Lightning Bruiser: Metamorphosis lets him run faster than the normal maximum movement speed (it's locked on 600), and prevents him from being slowed. It also gives him a free critical hit. Good luck trying to get away from him when he's in wolf form.
  • Magically Inept Fighter: War Beast's entire damage output comes from his and his summon's raw physical DPS, boosted by Battle Cry and Primal Rage. He has no form of nuke.
  • Summon Magic: Summon Hellhounds
  • Super Mode: Metamorphosis temporarily turns War Beast into a Hellhound Lieutenant, increasing his night vision, raising his movement speed to the cap and granting him a critical strike.
  • Super-Speed: In hellhound form, War Beast's and all of his units' movement speed are raised to 600, making them faster than the normal maximum.
  • Voluntary Shapeshifting: His ultimate, Metamorphosis.

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