
All Time Top5 Most Played Dota Heroes
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Tauren Cgieftain (Cairne Bloodhoof)

HERO ABILITIES (Attack range of 128)
1.)Echo Stomp - Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.
2.)Ancestral Spirit - The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.
3.)Natural Order - The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.
4.)Earth Splitter - Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.
Are you an experienced player with Tauren Cgieftain? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
1.)Echo Stomp - Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.
2.)Ancestral Spirit - The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.
3.)Natural Order - The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.
4.)Earth Splitter - Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.
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Batrider (Jin'zakk)

HERO ABILITIES (Attack r
ange of 375)
1.)Sticky Napalm - Targets an area and drenches it in very sticky oil. Amplifies any fire damage and slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stack up to 10 times.
2.)Flamebreak - Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon impacting with an enemy the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.
3.)Firefly - Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him. Lasts 15 seconds.
4.)Flaming Lasso - Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso.
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1.)Sticky Napalm - Targets an area and drenches it in very sticky oil. Amplifies any fire damage and slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stack up to 10 times.
2.)Flamebreak - Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon impacting with an enemy the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.
3.)Firefly - Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him. Lasts 15 seconds.
4.)Flaming Lasso - Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso.
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Shadow Shaman (Rhasta)

HERO ABILITIES (Attack range of 500)
1.)Forked Lightning - Calls forth a cone of lightning, hitting multiple enemy units for damage.
2.)Voodoo - Transforms an enemy unit into a random critter, disabling special abilities.
3.)Shackles - Magically binds a target enemy, so that it cannot move or attack. Deals 40 damage per second.
4.)Mass Serpent Ward - Summons 8 immobile serpentine wards to attack enemies. The wards are immune to magic.
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1.)Forked Lightning - Calls forth a cone of lightning, hitting multiple enemy units for damage.
2.)Voodoo - Transforms an enemy unit into a random critter, disabling special abilities.
3.)Shackles - Magically binds a target enemy, so that it cannot move or attack. Deals 40 damage per second.
4.)Mass Serpent Ward - Summons 8 immobile serpentine wards to attack enemies. The wards are immune to magic.
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Witch Doctor (Vol'Jin)

HERO ABILITIES (Attack range of 600)
1.)Paralyzing Cask - Vol'jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time (1 sec on Hero, 5 on creeps). Deals damage per bounce to non-hero units. First impact lasts 1.5 seconds.
2.)Voodoo Restoration - Vol'jin focuses his voodoo magic to heal nearby allied units.
3.)Maledict - Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds
4.)Death Ward - Summons a deadly ward to attack enemy heroes.
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1.)Paralyzing Cask - Vol'jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time (1 sec on Hero, 5 on creeps). Deals damage per bounce to non-hero units. First impact lasts 1.5 seconds.
2.)Voodoo Restoration - Vol'jin focuses his voodoo magic to heal nearby allied units.
3.)Maledict - Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds
4.)Death Ward - Summons a deadly ward to attack enemy heroes.
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Twin Head Dragon (Jakiro)

HERO ABILITIES (Attack range of 400)
1.)Dual Breath - Jakiro's twin heads let loose an icy blast followed closely by a wave of fire, each dealing initial damage. Enemy units are both slowed and dealt fire damage per second for 4 seconds.
2.)Ice Path - Creates a path of ice in front of Jakiro. After 0.5 second, the path explodes and freezes nearby enemy units.
3.)Liquid Fire - Straight from the belly of the beast, Jakiro slowly harnesses Liquid Fire when he attacks to burn his victims (175 AoE), and slow their attacks. Lasts 5 seconds. This affects units and buildings.
4.)Macropyre - Jakiro unleashes a line of pulsing flame strikes in front of him. Each flame strike deals damage per second for 5 seconds, and has a 200 AOE radius. Distance increases per level.
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1.)Dual Breath - Jakiro's twin heads let loose an icy blast followed closely by a wave of fire, each dealing initial damage. Enemy units are both slowed and dealt fire damage per second for 4 seconds.
2.)Ice Path - Creates a path of ice in front of Jakiro. After 0.5 second, the path explodes and freezes nearby enemy units.
3.)Liquid Fire - Straight from the belly of the beast, Jakiro slowly harnesses Liquid Fire when he attacks to burn his victims (175 AoE), and slow their attacks. Lasts 5 seconds. This affects units and buildings.
4.)Macropyre - Jakiro unleashes a line of pulsing flame strikes in front of him. Each flame strike deals damage per second for 5 seconds, and has a 200 AOE radius. Distance increases per level.
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Tormented Soul (Leshrac the Malicious)

HERO ABILITIES (Attack range of 600)
1.)Split Earth - Splits the earth under your enemies' feet. Deals damage and stuns for a short duration.
2.)Diabolic Edict - Saturates the area around Leshrac with magic, causing random explosions to enemies.Lasts 8 seconds.
3.)Lightning Storm - Calls a lightning storm that hits nearby enemies.
4.)Pulse Nova - Summons a Pulse Nova every second to damage nearby enemies.
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1.)Split Earth - Splits the earth under your enemies' feet. Deals damage and stuns for a short duration.
2.)Diabolic Edict - Saturates the area around Leshrac with magic, causing random explosions to enemies.Lasts 8 seconds.
3.)Lightning Storm - Calls a lightning storm that hits nearby enemies.
4.)Pulse Nova - Summons a Pulse Nova every second to damage nearby enemies.
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Tinker (Boush)

HERO ABILITIES (Attack range of 500)
1.)Laser - Fires an intense beam of light at a target, dealing damage and blinding all in the area for 9 seconds. Deals precise damage.
2.)Heat Seeking Missile - The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500.
3.)March of the Machines - Calls in hordes of robotic goblins to destroy your enemies.
4.)Rearm - Instantly reloads the Tinker's weapons.
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1.)Laser - Fires an intense beam of light at a target, dealing damage and blinding all in the area for 9 seconds. Deals precise damage.
2.)Heat Seeking Missile - The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500.
3.)March of the Machines - Calls in hordes of robotic goblins to destroy your enemies.
4.)Rearm - Instantly reloads the Tinker's weapons.
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Shadow Priest (Dazzle)

HERO ABILITIES (Attack range of 500)
1.)Poison Touch - A poisonous magic is placed on an enemy unit causing it to move slowly becoming paralyzed. The longer the poison takes to set in, the slower the unit will become. After the poison sets in, it takes physical damage per second for 7 seconds. Target moves slower per level.
2.)Shallow Grave - Shallow Grave prevents any damage from killing the targeted hero for 5 seconds.
3.)Shadow Wave - Sends forth a Shadow Wave to heal a few units. Healed units also damage a small area around them for the same amount. Dissipated damage is Physical.
4.)Weave - A powerful shadow magic used to increase or decrease defenses over time. Changes armor by 1 every second. Affects allied and enemy heroes in a 600 AOE.
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1.)Poison Touch - A poisonous magic is placed on an enemy unit causing it to move slowly becoming paralyzed. The longer the poison takes to set in, the slower the unit will become. After the poison sets in, it takes physical damage per second for 7 seconds. Target moves slower per level.
2.)Shallow Grave - Shallow Grave prevents any damage from killing the targeted hero for 5 seconds.
3.)Shadow Wave - Sends forth a Shadow Wave to heal a few units. Healed units also damage a small area around them for the same amount. Dissipated damage is Physical.
4.)Weave - A powerful shadow magic used to increase or decrease defenses over time. Changes armor by 1 every second. Affects allied and enemy heroes in a 600 AOE.
Are you an experienced player with Dazzle? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
Ogre Magi (Aggron Stonebreaker)

HERO ABILITIES (Attack range of 100)
1.)Fireblast - Blasts an enemy unit with a wave of fire. Deals intense damage and stuns for 1.5 seconds.
2.)Ignite - Drenches a target in volatile chemicals, causing it to burst into flames. The target is in immense pain, taking damage and move more slowly. Lasts 7.5 seconds.
3.)Bloodlust - Incites a frenzy in a friendly unit, increasing its movement speed and attack speed.Lasts 30 seconds.
4.)Multi Cast - Enables the Ogre Magi to rapidly cast his spells, giving them greater potency. Gives a chance to cast a spell multiple times in one cast.
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Necro'lic (Visage)

HERO ABILITIES (Attack range of 600)
1.)Grave Chill - Visage drains the life from a target, slowing its attack and move speed. He then gets bonuses equal to those drained. Lasts 10 seconds.
2.)Soul Assumption - Units that die near Visage regenerate him and give him 6 bonus damage. Enemies denies don't count. Lasts 30 seconds.
3.)Gravekeeper's Cloak - Causes any damage taken by Visage to be reflected and changed to heal all allies in an 800 AoE.
4.)Raise Revenants - Raises a revenant from a corpse.
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1.)Grave Chill - Visage drains the life from a target, slowing its attack and move speed. He then gets bonuses equal to those drained. Lasts 10 seconds.
2.)Soul Assumption - Units that die near Visage regenerate him and give him 6 bonus damage. Enemies denies don't count. Lasts 30 seconds.
3.)Gravekeeper's Cloak - Causes any damage taken by Visage to be reflected and changed to heal all allies in an 800 AoE.
4.)Raise Revenants - Raises a revenant from a corpse.
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Invoker (Kael)

HERO ABILITIES (Attack range of 600)
1.)Quas - 0.75 HP regen per level per instance.
2.)Wex - Gives 2% AS and 1% MS per level per instance.
3.)Exort - 3 damage per level per instance.
4.)Invoke - Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort.
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1.)Quas - 0.75 HP regen per level per instance.
2.)Wex - Gives 2% AS and 1% MS per level per instance.
3.)Exort - 3 damage per level per instance.
4.)Invoke - Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort.
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Goblin Techies (Squee Spleen and Spoon)

HERO ABILITIES (Attack range of 650)
1.)Land Mines - Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away. You may only have 15 mines placed at a time.
2.)Stasis Trap - Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.
3.)Suicide Squad, Attack! - Sacrifice yourself for the greater good. Deals massive area of effect damage.
4.)Remote Mines - Plants an invisible mine that will only activate when triggered. Doesn't damage buildings. Lasts 8 minutes.
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1.)Land Mines - Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away. You may only have 15 mines placed at a time.
2.)Stasis Trap - Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.
3.)Suicide Squad, Attack! - Sacrifice yourself for the greater good. Deals massive area of effect damage.
4.)Remote Mines - Plants an invisible mine that will only activate when triggered. Doesn't damage buildings. Lasts 8 minutes.
Are you an experienced player with Goblin Techies? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
Tidehunter

HERO ABILITIES (Attack range of 100)
1.)Gush - Summons a spirit of the tides to damage an enemy unit. Reduces the movement speed by 40% and armor of the enemy unit.Lasts 4 seconds.
2.)Kraken Shell - Creates a thick armor shell around Leviathan that protects him against attacks. Additionally, this ability occasionally removes negative buffs.
3.)Anchor Smash - Leviathan swings his mighty anchor with a vengeance. Gives a 20% chance to deal bonus damage to nearby enemies.
4.)Ravage - Slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns. Area increases per level.
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1.)Gush - Summons a spirit of the tides to damage an enemy unit. Reduces the movement speed by 40% and armor of the enemy unit.Lasts 4 seconds.
2.)Kraken Shell - Creates a thick armor shell around Leviathan that protects him against attacks. Additionally, this ability occasionally removes negative buffs.
3.)Anchor Smash - Leviathan swings his mighty anchor with a vengeance. Gives a 20% chance to deal bonus damage to nearby enemies.
4.)Ravage - Slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns. Area increases per level.
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Spiritbreaker

HERO ABILITIES (Attack range of 100)
1.)Charge of Darkness - Barathrum fixes his sight on an enemy and accelerates towards it. When you reach maximum speed, you will become immune to magic. As you increase speed, you begin to merge with the shadows around you, becoming difficult to see until you stop the Charge or hit your target. Upon leaving the shadows, Barathrum shocks his opponent into an immobile state for some time. Enemy can only see buff indicator when you are near it.
2.)Empowering Haste - Causes the Spiritbreaker to swing his weapon faster with higher movement speed, allowing him to deal extra damage. His presence increases the movement speed of nearby allied units.
3.)Greater Bash - Gives a 17% chance to bash enemies across the ground, doing more initial damage and damage as they skid.
4.)Nether Strike - Moves you next to your target doing extra damage. Performs a greater bash hit. Casting range improves per level.
1.)Charge of Darkness - Barathrum fixes his sight on an enemy and accelerates towards it. When you reach maximum speed, you will become immune to magic. As you increase speed, you begin to merge with the shadows around you, becoming difficult to see until you stop the Charge or hit your target. Upon leaving the shadows, Barathrum shocks his opponent into an immobile state for some time. Enemy can only see buff indicator when you are near it.
2.)Empowering Haste - Causes the Spiritbreaker to swing his weapon faster with higher movement speed, allowing him to deal extra damage. His presence increases the movement speed of nearby allied units.
3.)Greater Bash - Gives a 17% chance to bash enemies across the ground, doing more initial damage and damage as they skid.
4.)Nether Strike - Moves you next to your target doing extra damage. Performs a greater bash hit. Casting range improves per level.
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Crixalis

HERO ABILITIES (Attack range of 128)
1.)Burrowstrike - The Sand King burrows into the ground and tunnels forward, impaling everything above him, then resurfaces.
2.)Sand Storm - Sand King creates a fearsome Sand Storm. The storm blinds his enemies and he becomes invisible to them. The storm also causes his opponents to take damage.
3.)Caustic Finale - Each of the Sand King's attacks injects a deadly venom that causes the target to explode violently on death, dealing damage in an area.
4.)Epicenter - Sends a disturbance into the earth, causing it to shudder violently. All caught within range will take damage and become slowed. The closer to the epicenter, the more damage taken.
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1.)Burrowstrike - The Sand King burrows into the ground and tunnels forward, impaling everything above him, then resurfaces.
2.)Sand Storm - Sand King creates a fearsome Sand Storm. The storm blinds his enemies and he becomes invisible to them. The storm also causes his opponents to take damage.
3.)Caustic Finale - Each of the Sand King's attacks injects a deadly venom that causes the target to explode violently on death, dealing damage in an area.
4.)Epicenter - Sends a disturbance into the earth, causing it to shudder violently. All caught within range will take damage and become slowed. The closer to the epicenter, the more damage taken.
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Sacred Warrior

HERO ABILITIES (Attack range of 400)
1.)Inner Vitality - Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% it will heal faster. Lasts 16 seconds.
2.)Burning Spear - Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe. Cannot cast if Huskar's HP is lower than 100. Stacks indefinetly. Lasts 6 seconds.
3.)Berserker's Blood - Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. 7 Max bonuses. First bonus starts at full health.
4.)Life Break - Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this.
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1.)Inner Vitality - Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% it will heal faster. Lasts 16 seconds.
2.)Burning Spear - Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe. Cannot cast if Huskar's HP is lower than 100. Stacks indefinetly. Lasts 6 seconds.
3.)Berserker's Blood - Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. 7 Max bonuses. First bonus starts at full health.
4.)Life Break - Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this.
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Magnataur

HERO ABILITIES (Attack range of 100)
1.)Shockwave - A wave of force ripples out from the Hero, causing damage to land units in a line.
2.)Empower - Increases attack damage for a friendly unit.
3.)Mighty Swing - Magnus' halberd swings in a mighty arc, damaging all enemies in a fairly wide circle. Targets beside the primary take less damage.
4.)Reverse Polarity - Through some unknown property of matter, the Magnataur sucks all nearby enemies to his position and stuns them with a powerful slam, dealing damage.
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1.)Shockwave - A wave of force ripples out from the Hero, causing damage to land units in a line.
2.)Empower - Increases attack damage for a friendly unit.
3.)Mighty Swing - Magnus' halberd swings in a mighty arc, damaging all enemies in a fairly wide circle. Targets beside the primary take less damage.
4.)Reverse Polarity - Through some unknown property of matter, the Magnataur sucks all nearby enemies to his position and stuns them with a powerful slam, dealing damage.
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Dragon Knight

HERO ABILITIES (Attack range of 125)
1.)Breathe Fire - Breathes fire at enemy units which deals damage.
2.)Dragon Tail - Knight Davion bashes a melee-range enemy target with the fury of a dragon's tail swipe. Stuns the target and deals minor damage.
3.)Dragon Blood - Grants Dragon Knight blood from his ancient ancestral dragon heritage, which increases health regeneration and armor.
4.)Elder Dragon Form - Transforms the Dragon Knight into a powerful elder dragon. Gives 25 movement speed boost. Lasts 60 seconds.
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1.)Breathe Fire - Breathes fire at enemy units which deals damage.
2.)Dragon Tail - Knight Davion bashes a melee-range enemy target with the fury of a dragon's tail swipe. Stuns the target and deals minor damage.
3.)Dragon Blood - Grants Dragon Knight blood from his ancient ancestral dragon heritage, which increases health regeneration and armor.
4.)Elder Dragon Form - Transforms the Dragon Knight into a powerful elder dragon. Gives 25 movement speed boost. Lasts 60 seconds.
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Rattletrap

HERO ABILITIES (Attack range of 125)
1.)Battery Assault - Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds. Lasts 10 seconds .
2.)Power Cog - The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units in with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some hp and mana and is knocked back. An element powers down if it shocks a unit.
3.)Rocket Flare - Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units in the 600 AOE explosion.
4.)Hookshot - Fires a grappling, piston-like attachment at a unit or location. It will latch on the first non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and be stunned.
Are you an experienced player with Clockwerk Goblin? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
1.)Battery Assault - Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds. Lasts 10 seconds .
2.)Power Cog - The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units in with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some hp and mana and is knocked back. An element powers down if it shocks a unit.
3.)Rocket Flare - Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units in the 600 AOE explosion.
4.)Hookshot - Fires a grappling, piston-like attachment at a unit or location. It will latch on the first non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and be stunned.
Are you an experienced player with Clockwerk Goblin? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
Bristleback

HERO ABILITIES (Attack range of 100)
1.)Viscous Nasal Goo - Covers a target in snot, causing it to have reduced armor and movement speed. Casts on the same target are cumulative. Lasts 5 seconds.
2.)Quill Spray - Sprays enemy units with quills dealing damage in a 650 AoE. Deals 30 extra damage everytime a unit is struck by a quill in the last 10 seconds. Damage type is physical.
3.)Bristleback - Rigwarl covers his back in spines, causing him to take reduced damage. Automatically releases a quill spray whenever his rear receives 250 damage.
4.)Warpath - Everytime Rigwarl casts a spell, he works himself into a fury. Movement and Attack speeds increase on repeated spell casts. Lasts 10 seconds. Stacks up to 4 times.
Are you an experienced player with Rigwarl? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
1.)Viscous Nasal Goo - Covers a target in snot, causing it to have reduced armor and movement speed. Casts on the same target are cumulative. Lasts 5 seconds.
2.)Quill Spray - Sprays enemy units with quills dealing damage in a 650 AoE. Deals 30 extra damage everytime a unit is struck by a quill in the last 10 seconds. Damage type is physical.
3.)Bristleback - Rigwarl covers his back in spines, causing him to take reduced damage. Automatically releases a quill spray whenever his rear receives 250 damage.
4.)Warpath - Everytime Rigwarl casts a spell, he works himself into a fury. Movement and Attack speeds increase on repeated spell casts. Lasts 10 seconds. Stacks up to 4 times.
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Razzil Darkbrew

HERO ABILITIES (Attack range of 128)
1.)Acid Spray - Sprays high-pressure acid across a target area. Hostile units who step across the contaminated terrain take physical damage per second and have their armor reduced. Lasts 16 seconds.
2.)Unstable Concoction - Taking a few moments to shake up some chemical vials, the Alchemist lobs one at the target, stunning and damaging it based on how long he shook it up (60 dmg, 1 sec stun per second channel). Casting range improves per level.
3.)Goblin's Greed - The Goblin converts the creep's corpse into gold. You get more gold for every extra creep you killed in the last 18 seconds. Gives successive bonus gold. Cap of 18 extra gold.
4.)Chemical Rage - The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown, increasing movement speed and increasing hitpoints and regeneration. Lasts 25 seconds.
Are you an experienced player with Alchemist? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
1.)Acid Spray - Sprays high-pressure acid across a target area. Hostile units who step across the contaminated terrain take physical damage per second and have their armor reduced. Lasts 16 seconds.
2.)Unstable Concoction - Taking a few moments to shake up some chemical vials, the Alchemist lobs one at the target, stunning and damaging it based on how long he shook it up (60 dmg, 1 sec stun per second channel). Casting range improves per level.
3.)Goblin's Greed - The Goblin converts the creep's corpse into gold. You get more gold for every extra creep you killed in the last 18 seconds. Gives successive bonus gold. Cap of 18 extra gold.
4.)Chemical Rage - The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown, increasing movement speed and increasing hitpoints and regeneration. Lasts 25 seconds.
Are you an experienced player with Alchemist? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
Shendelzare Silkwood

HERO ABILITIES (Attack range of 400)
1.)Magic Missile - A magic missile is thrown at an enemy unit, causing damage. Stuns for 1.75 seconds.
2.)Wave of Terror - Shendelzare lets loose a wicked cry, terrorizing enemy units. Their armor and damage are reduced.
3.)Command Aura - Increases nearby units damage.
4.)Nether Swap - Instantaneously swaps positions with a target unit.
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1.)Magic Missile - A magic missile is thrown at an enemy unit, causing damage. Stuns for 1.75 seconds.
2.)Wave of Terror - Shendelzare lets loose a wicked cry, terrorizing enemy units. Their armor and damage are reduced.
3.)Command Aura - Increases nearby units damage.
4.)Nether Swap - Instantaneously swaps positions with a target unit.
Are you an experienced player with Vengeful Spirit? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
Ursa Warrior

HERO ABILITIES (Attack range of 100)
1.)Earthshock - Slams the ground, dealing damage to and slowing the movement speed of nearby enemy land units. Lasts 4 seconds.
2.)Overpower - Sends Ulfsaar into a rage until he can expend his energy on a target. 400% increased attack speed. Lasts up to 15 seconds or when his attack limit is reached.
3.)Fury Swipes - Each attack opens the wound deeper in the target, causing subsequent attacks to deal increased damage.
4.)Enrage - When activated, greatly increases Ulfsaar's damage based on his current life.
Are you an experienced player with Ulfsaar? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
1.)Earthshock - Slams the ground, dealing damage to and slowing the movement speed of nearby enemy land units. Lasts 4 seconds.
2.)Overpower - Sends Ulfsaar into a rage until he can expend his energy on a target. 400% increased attack speed. Lasts up to 15 seconds or when his attack limit is reached.
3.)Fury Swipes - Each attack opens the wound deeper in the target, causing subsequent attacks to deal increased damage.
4.)Enrage - When activated, greatly increases Ulfsaar's damage based on his current life.
Are you an experienced player with Ulfsaar? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
Templar Assassin

HERO ABILITIES (Attack range of 140)
1.) Refraction - Manipulating psionic energy around herself granting a mystical refraction of light that protects her from external harm and giving her bonus damage for a limited number of instances.
1.) Refraction - Manipulating psionic energy around herself granting a mystical refraction of light that protects her from external harm and giving her bonus damage for a limited number of instances.
2.) Meld - The art of Shakuras allows Lanaya to conceal herself at any time of the day and strike from the shadows with her armor-shredding blades. Deals bonus damage and reduces enemy armor for 10 seconds.
3.) Psi Blades - Using her psionic powers, the Templar causes enemy units behind her target to feel the same pain as the target itself. This psionic power extends her attack range. 4.) Psionic 4.) Trap - Creates psionic traps on ground. When triggered, it will slow units within 400 range by 50%.
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Gorgon

HERO ABILITIES (Attack range of 600)
1.) Split Shot - Medusa magically splits her shot into four arrows. These arrows deal a lower percent of her normal damage.
2.) Mystic Snake - A mystic snake made of energy jumps from target to target dealing damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish it with mana. The snake deals more damage and steals more mana per jump. The snake's power is increased by 20% each jump.
3.) Mana Shield - Creates a shield that absorbs 50% of the incoming damage by using Medusa's mana.
4.) Stone Gaze - Any enemy units staring at the Gorgon will slowly turn to stone, removing status buffs and slowing all speed properties. Deals more damage to summoned units per level.
1.) Split Shot - Medusa magically splits her shot into four arrows. These arrows deal a lower percent of her normal damage.
2.) Mystic Snake - A mystic snake made of energy jumps from target to target dealing damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish it with mana. The snake deals more damage and steals more mana per jump. The snake's power is increased by 20% each jump.
3.) Mana Shield - Creates a shield that absorbs 50% of the incoming damage by using Medusa's mana.
4.) Stone Gaze - Any enemy units staring at the Gorgon will slowly turn to stone, removing status buffs and slowing all speed properties. Deals more damage to summoned units per level.
Are you an experienced player with Medusa? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
Lightning Revenant

HERO ABILITIES (Attack range of 475)
1.)Plasma Field - Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has.
2.)Static Link - Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Drains up to 10 seconds. Bonus lasts 13 seconds after that.
3.)Unstable Current - Razor's very body is a constantly shifting miasma of dark energy. This unnatural state allows him to move with supernatural speed, and any foe foolish enough to launch a direct magical assault against him will have their boldness rewarded with a shock of purging electricity.
4.)Eye of the Storm - The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts.
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1.)Plasma Field - Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has.
2.)Static Link - Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Drains up to 10 seconds. Bonus lasts 13 seconds after that.
3.)Unstable Current - Razor's very body is a constantly shifting miasma of dark energy. This unnatural state allows him to move with supernatural speed, and any foe foolish enough to launch a direct magical assault against him will have their boldness rewarded with a shock of purging electricity.
4.)Eye of the Storm - The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts.
Are you an experienced player with Razor? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
GEOMANCER

HERO ABILITIES (Attack range of 100)
1.) Earthbind - Rains earthen spikes across a target area, pinning down all enemy units in the 225 AOE. Lasts 2 seconds.
2.) Poof - Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing damage in 400 AOE in the departure and arrival locations.
3.) Geostrike - The Geomancer enchants his weapon with the essence of the earth, crushing the life from his enemies and numbing their legs. Slows target movement speed and deals damage per second. These effects are additive with other geomancers. Lasts 2 seconds.
4.) Divided We Stand - Meepo summons an imperfect, semi-autonomous duplicate of himself, which can gain gold and experience as he does and shares his experience and abilities. However, the clones cannot wield any items but the boots that Meepo himself wears. Clones gain 25% of any extra attributes the primary has. If one clone dies, they all die.
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1.) Earthbind - Rains earthen spikes across a target area, pinning down all enemy units in the 225 AOE. Lasts 2 seconds.
2.) Poof - Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing damage in 400 AOE in the departure and arrival locations.
3.) Geostrike - The Geomancer enchants his weapon with the essence of the earth, crushing the life from his enemies and numbing their legs. Slows target movement speed and deals damage per second. These effects are additive with other geomancers. Lasts 2 seconds.
4.) Divided We Stand - Meepo summons an imperfect, semi-autonomous duplicate of himself, which can gain gold and experience as he does and shares his experience and abilities. However, the clones cannot wield any items but the boots that Meepo himself wears. Clones gain 25% of any extra attributes the primary has. If one clone dies, they all die.
Are you an experienced player with Meepo? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
Faceless Void (Darkterror)

They say he was once human, but his background is shrouded in darkness, even to himself. What we know is that he was thrown into the Void between worlds and has emerged with the power of manipulating time. He can freeze his enemies in time and avoid hits by traveling a split-second back in time, right before receiving the blow. He can briefly rip apart the fabric of space-time to freeze both allies and opponents around him, yet remain free himself to act. It is rumored that he can instantly strike any man in a legion of soldiers, but nobody sees him move.
HERO ABILITIES (Attack range of 128)
1.)Time Walk - Quickly moves to a target location and slows the movement and attack of all units at the end of its path for 3 seconds.
2.)Backtrack - Whenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks.
3.)Time Lock - Gives a chance that an attack will do bonus damage and lock a unit in time for 1 second.
4.)Chronosphere - Faceless Void creates a rip in spacetime causing all units in that area to become trapped for its duration. Faceless Void has a mysterious connection with spacetime that causes him to be unaffected by the sphere. Casting range increases per level.
1.)Time Walk - Quickly moves to a target location and slows the movement and attack of all units at the end of its path for 3 seconds.
2.)Backtrack - Whenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks.
3.)Time Lock - Gives a chance that an attack will do bonus damage and lock a unit in time for 1 second.
4.)Chronosphere - Faceless Void creates a rip in spacetime causing all units in that area to become trapped for its duration. Faceless Void has a mysterious connection with spacetime that causes him to be unaffected by the sphere. Casting range increases per level.
Are you an experienced player with Darkterror? Please leave comments below for anything you can share about items build, skills combo, strategy, etc. Thanks!
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