46 HEROES USE IN DOTA 2 INTERNATIONAL CHAMPIONSHIP
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Beastmaster is a well-rounded fighter, with many tactical options available for all types of combat. Although his physical attacks are melee, he can throw his axes at long range to slice through enemies, dealing lethal damage. His Primal Roar can turn the most organized defense into chaos, allowing Beastmaster and his allies to move in for the kill. His summoning skills serve as effective support for his blitz-style combat. Beastmaster's agile Hawk flies above the battlefield scouting for enemies, and the powerful slowing abilities of his Boar's spines give him time to finish off fleeing foes. A skilled Beastmaster is a deadly foe, capable of fighting any enemy on any terms and crushing them to a pulp.
Chen's standard gameplay is different than most other heroes. Holy Persuasion allows him to convert creeps to his side, including powerful neutral creeps. As a result, Chen is usually found in the forest searching for creeps to convert. When he finds a strong creep or two, he descends on his unwary enemies, using both his own spells and the abilities of his persuaded creeps to take them out. Due to the difficulty of effectively controlling multiple units and abilities, Chen can be a tricky hero to play to his full potential. When ambushing enemies, Chen generally uses his Penitence ability, which slows the target and causes them to take extra damage from Chen's flock. Test of Faith can both finish off enemies, and also double as a way to save threatened allies by teleporting them to safety. Chen's support skills are rounded out by Hand of God, a healing spell which instantly restores a set amount of life to all allied heroes across the battlefield. Although Chen can be difficult for newer players, those who are skilled at controlling multiple units will find him very powerful.

The mighty
Doom Bringer is a versatile and dangerous foe. His offensive spells are very damaging. LVL? Death allows him to pick off heroes at range, dealing extra damage against heroes of certain levels. The dreaded Doom is one of the most feared spells in the game, and with good reason. Not only does it deal massive Damage Over Time to its target, it also silences them completely for the duration. Although Doom Bringer is no pushover in physical combat, he lacks any dedicated fighting abilities. Instead, he uses Devour to take on the abilities of the creeps he ingests, and buffs his movement and attack speed with Scorched Earth. With his good income, strong damage spells, and the ability to effectively knock a single enemy hero out of a fight, Doom Bringer is a formidable opponent in any matchup.
Nature's Prophet is an unusual intelligence hero. His only damaging spell is his ultimate, Wrath of Nature, which is most effective when cast as far as possible from its intended victims. Instead of offensive spells, he relies on his physical attack and his allies to take down enemies. With his summoned army of Treants, he is a great lane pusher. His main advantage is his amazing mobility. Using Teleportation, he can jaunt anywhere on the battlefield at will. A player with good map awareness is invaluable help to his allies, since he can potentially join any battle, anywhere on the map. With Sprout, he can trap enemy heroes and then finish them off with his strong physical attack and allied help. He can summon an army of Treants with Nature's Call and quickly destroy enemy towers and structures before the enemy can regroup to retaliate. His final spell, Wrath of Nature, can be used to soften up targets across the map while drawing large amounts of gold from enemy creeps. Whether you wish to play Nature's Prophet, or effectively oppose him, map awareness is key.

Mighty Lich is one of the best heroes at controlling a lane, thanks to his Frost Nova and Sacrifice spells. Frost Blast is a strong nuke that slows its target, giving Lich a good harassment tool. Repeatedly casting Frost Blast and harassing with physical attacks is a surefire way to quickly bring an enemy hero to his knees. However, Frost Blast becomes even more dangerous when coupled with Sacrifice. This spell allows Lich to destroy an allied creep and gain mana based on its life. Using this spell helps Lich by giving him limitless mana for Frost Blast, and hinders his enemies by denying them the experience or gold they would have gained from the destroyed creep. By using Frost Blast and Sacrifice liberally, the Lich can quickly force any opponent to retreat from his lane. Later in the game Lich tends to slide into a support role, using his Ice Armor spell to buff the survivability of his allies, and deploying his devastating Chain Frost to damage his foes in team battles.

Loved by aggressive players everywhere,
Puck is one of the best heroes for starting fights. Puck's highly flexible skill set is useful in any situation, making Puck a great hero in both support and offensive roles. Illusory Orb functions like a regular line damage spell--yet at any point along its course, Puck can use Ethereal Jaunt to instantly teleport to Illusory Orb's position. This makes the spell useful for both attacking and escaping. It also meshes perfectly with Puck's offensive spell, Waning Rift. Waning Rift deals damage and silence in an area around Puck, making it the natural choice for use after an Illusory Orb and Ethereal Jaunt. Puck's final offensive spell, Dream Coil, can be used either before or after this combo with great effect. Trapping enemies in a small area, Dream Coil forces them to remain near the target point or take damage and get stunned. Phase Shift, meanwhile, renders Puck invulnerable for several seconds--a highly useful skill on the frequent occasions when Puck ends up right in the middle of the fray. Puck is a relatively easy hero to pick up, and a highly rewarding one to master.
Slardar is a powerful close-range stunner who depends on physical damage. He excels at chasing down fragile heroes and Bashing them into the dirt. Slithereen Crush and Bash allow him to stun and damage a target, then follow up with additional bashes to keep them stunned while he finishes them off. In order to get into close enough to use his stun skills, Slardar relies on Sprint. Sprint gives him a massive movement-speed bonus for a relatively long duration, but comes with the negative side effect of making him take extra damage from enemy attacks and spells. Slardar may find himself Sprinting right into a trap, with his increased vulnerability putting a sudden end to his pursuit. Amplify Damage allows Slardar to keep an eye on his target, while drastically reducing their armor, making them easy prey for his powerful attacks once he has chased them down. When faced with this dangerous hero, it's best to keep as far away as possible.

The
Sand King emphasizes area of effect damage more than most. All four of his abilities can damage multiple foes at once. Burrowstrike, his mainstay, damages and stuns targets in a line. In addition, when using this ability, the Sand King burrows to the target location which sets him up for additional attacks or spells. This can get him into trouble though, and to help evade counter attacks he uses Sand Storm. While active, this ability makes the Sand King invisible in the middle of a swirling storm of dust. Although he is unable to move while remaining invisible, nearby enemies will take damage as long as they remain in the storm. The Sand King can finish off groups off units with his Caustic Finale passive skill, which causes a deadly explosion every time he kills a unit with his physical attack. Epicenter, arguably Sand King's most deadly ability, creates a pulsing earthquake centered on his location. When combined with Burrowstrike, this ability is often fatal to fragile heroes, and leaves tougher enemies wounded and limping for safety.

Although
Weaver may be fragile, he more than counters this weakness with constant bursts of speed and invisibility, along with the ability to periodically deal double damage on attack. He is the master of in, out, and back in. He sends out swarms of beetles which latch onto foes to damage and create chaos. The beetles also reduce his prey's armor, making them vulnerable to team attacks. Finally, Weaver can Time Lapse into the recent past, returning him to the location, as well as to levels of health and mana, that he'd been at 5 seconds prior. Weaver is a paradox--quick and agile, extremely hard to kill due to Time Lapse, but also fragile if caught off guard.
The
Crystal Maiden is a powerful disabler and support spellcaster. Each of her offensive spells impairs the enemy in some way, making her a valuable addition to any lineup. Crystal Nova blasts multiple enemies with chilling damage, while Frostbite completely paralyzes a single foe. Freezing Field causes immense damage and slows everything in a large area around her, but her natural fragility makes it a difficult spell to use to full effect. Her greatest asset to her team is Arcane Aura, which gives all her allies a significant boost to their mana regeneration, no matter where on the map they might be. Although she tends to take on a supportive role, the Crystal Maiden is still one of the most valuable heroes for any team.
Although the
Earthshaker is a strength hero, his real power lies in his spells. With a well-placed Echo Slam, he can single-handedly level an entire team if his enemies are foolish enough to bunch together. His Fissure spell is very versatile. While it stuns and causes damage, it also creates an impassible wall of stone, trapping hapless foes between a rock and a hard place. Enchant Totem gives Earthshaker a significant damage boost for one attack, while his passive Aftershock ability causes a minor stun and damage effect every time he casts one of his spells. Although he is one of the more difficult heroes to use to his full capacity, he can be one of the most deadly in skilled hands.
Enigma change the course of a game with the cast of a single spell, but he is also an excellent support hero. Malefice is a unique stun, hitting a target swiftly several times instead of all at once. Ideal for running down enemy heroes, it also interrupts channeling for those spellcasters who rely on it. For sheer damage, Enigma relies on Conversion, which transforms a target creep into three Eidolons which multiply as they attack. Conversion can also be cast on neutral creeps--perfect for ambushes. Enigma's ultimate power, Black Hole, is a powerful channeling spell. Enemies caught in its horizon are disabled and dragged inevitably toward its deadly center, where Enigma's allies can concentrate their attacks. Enigma can add to the pain with Midnight Pulse, an Area of Effect spell that causes repeated damage based on the target's maximum life. Powerful alone, Enigma is strongest when supported by allies with strong Area of Effect spells, since they can take the greatest advantage of Black Hole.

Spectre is complex melee fighter with a unique series of special attack skills. She's able to Desolate opponents for pure damage if she catches them alone. She can also Disperse incoming damage, deflecting it into the area around her. She can hurl a Spectral Dagger at opponents, slowing and damaging enemies while at the same time allowing her to pass through material objects and travel across any terrain. Her ultimate weapon though, and the thing that sets her apart from all others, is her Haunt ability. She should be feared as a constant presence, being able to Haunt all enemy heroes on the battlefield at once, appearing out of nowhere to harass and confuse an entire enemy force, no matter where they are on the map. Haunt is a great strategy tool, as she can then take over one of her phantom images to physically enter a fight at the location that give her best advantage.
A massive
leviathan of incredible strength and toughness, Tidehunter is a real tank. Using his Gush skill, he can slow and damage a single target while reducing their armor, allowing him and his allies to pummel the target to a pulp. To aid his close combat skills, Tidehunter has a powerful Anchor Smash spell, which he can use to unleash a devastating area of effect spin attack. A target of Gush who is hit by an Anchor Smash or two is in deep trouble. To protect himself while chasing down and smashing enemies, Tidehunter has a passive: Kraken Shell. This ability reduces all damage from physical attacks by a set number, allowing the Leviathan to wade into combat without fear, ignoring the blows of lesser foes. Kraken Shell also occasionally dispels negative spell effects, making him even more difficult to stop. By far the most feared ability of the Tidehunter is Ravage. This mighty ability allows the Tidehunter to cause immense damage and stun all enemies in a large area around him. This ability is most effective in large team battles, where it is a simple matter to hit the entire enemy team at once with its writhing tentacles, setting up the Tidehunter and his allies for an easy victory.

In the early stages of a game,
Tinker appears to be a straightforward offensive spellcasting hero, with two exceptionally dangerous single target abilities and a large Area of Effect ability. Laser deals extremely high damage to one enemy and temporarily blinds them, making it very deadly against fragile spellcasters and agility heroes who rely on their physical attacks. Heat Seeking Missile also does a lot of damage; it not only has a very long range, but will track a single enemy across the map, making it especially good for finishing off injured heroes. March of the Machines can be difficult to master, but it will cause a lot of pain if placed correctly--not to mention the amount of gold it can harvest from plentiful creep kills. However, Tinker's true power lies in Rearm. With enough mana, Tinker can launch a constant barrage of spells on his enemies. Rearm also refreshes the cooldown of most inventory items, making high-priced equipment with active abilities far more effective for Tinker than other heroes.

Although she is an intelligence hero,
Windrunner's gameplay style resembles that of an agility hero in many ways. Most of the time she relies on her physical attack. Her archery skills are powerful to start with but also enjoys a steadily increasing rate of fire. Deadly Power Shots not only pierce the nearest target with massive damage, but continue on to damage any units in the line of fire. Due to its exceedingly long range, Power Shot is also excellent for picking off injured heroes as they flee. To stop enemies from fleeing in the first place, Windrunner has Shackleshot--one of the best single-target stuns in the game. Shackleshot allows Windrunner to shackle a target either to a tree or to another enemy unit, potentially stunning two heroes. Her third skill, Windrun, allows her to escape dangerous situations, position herself for good Shackleshots, and catch up to fleeing enemies. If Powershot isn't enough to take down a target, she can use Focus Fire. This powerful ability makes her attack a single enemy at the fastest possible rate; while it reduces her total damage, it has a long duration. Focus Fire is also highly effective against buildings and other stationary targets--and woe to the enemy hero who is first hit by Shackleshot, since they are now essentially a stationary target themselves.

Mirana is known for her deadly Arrow, whose stunning impact is greater the farther it has flown. With Starstorm, she can call a deadly rain of stars upon enemies. Her agile mount's Leap carries her swiftly out of ambushes, or lets her swiftly close the distance to a fleeing prey, while gracing her allies with the shared gift of speed. Her ultimate, Moonlight Shadow, enables her to briefly render her entire team invisible, useful for surprise attacks as well as for retreat. Always hard to trap, Mirana is most feared when she is the one doing the hunting.
Pudge is one of the most difficult heroes to play effectively, but also one of the most rewarding. His Meat Hook skill is extremely deadly, but difficult to master. A well placed Meat Hook will snag an enemy hero and drag them to Pudge, dealing damage along the way. Once the target has been hooked, Pudge can use his other two active skills to finish them off: Rot is a toggled Damage Over Time skill which affects all nearby enemies but also Pudge himself. (Pudge must be careful when using Rot, which can quickly drain his life and make him easy prey for enemies.) To stop his target from escaping or resisting, Pudge can use Dismember--a short-range skill that deals even more damage and completely immobilizes the target. When used in succession, these three skills make Pudge a dangerous opponent, although he may not look like much of a threat. To complement his risky maneuvers, Pudge enjoys a passive skill called Flesh Heap. Flesh Heap provides magic resistance, which reduces the damage he takes from rot, and adds a minor but permanent bonus to his strength every time he kills a unit.

Vengeful Spirit is so driven to seek revenge against her foes that she will sacrifice herself if it gives an advantage to her team. Her Magic Missiles stun and damage targets. Releasing Wave of Terror, she exposes an oncoming enemy while shredding its armor and dulling its ability to damage. Her lust for vengeance is contagious: nearby allies feel compelled to deal more damage. Even though she is not a particularly tough or agile hero, she will Swap her position with a key enemy or allied hero in an instant, disregarding her own safety for a promise of sweet revenge.
Venomancer is a hideous monstrosity who casts an assortment of toxins to bring down his enemies. He uses a fast Venomous Gale attack to project his poison at all enemies in a narrow path in front of him, slowing victims greatly and dealing damage over time. His attacks are coated with Poisonous Stingers that both slow and damage afflicted enemies. He can summon Plague Wards to do his bidding-deploying them either far out in front of him to scout, or in the heart of the bloody battle itself, to fight and weaken enemies. The wards can also be used to push and block off routes of attack or escape. His ultimate attack, Poison Nova, unleashes a potent toxin in a large ring around his body, infecting everyone it hits, dealing large damage, but over a long time. Though this toxin isn't lethal, every other poison he carries is. He is exceptional at weakening enemies, and slowing them down so that they don't stand a chance in team fights.
Viper specializes in pinning down single targets from a distance, while dealing moderate damage. His Poison Attack allows him to consistently slow his enemies, reducing their effectiveness in battle. When needed, he can also fire a heavily concentrated Viper Strike toxin that can nearly stop enemies in their tracks. This allows him to be more aggressive as he can go in and keep targets from escaping. Viper Strike deals heavy damage over time and often leads to death if used on a victim with low health. So that he might better lead the charge, he's also developed a Corrosive Skin that offers resistances, returns minor poison, and slows his attackers. While most of Viper's damage is dealt over time with poisons, he has a passive Nethertoxin which allows him to deal additional damage to weaker units.
Anti-Mage's passive Mana Break allows him to deal extra damage and deplete a spellcaster's supply of mana. As he grows into his powers, his Spell Shield makes him more resilient against magical attacks. Meanwhile, Blink gives him the ability to teleport across short distances for superb maneuverability. Seeking out weary casters, he uses Mana Void to inflict immense damage on those who are low on mana. Although Anti-Mage is disadvantaged against casters in the early game, his powers grow quickly, and there is no one better suited for destroying the greatest spellcasters at what ought to be their moment of triumph.
Clockwerk is one of the most deadly ambush heroes in the game. Enemies who aren't careful will soon find themselves trapped and shredded by this tiny mechanical beast. Clockwerk is at his most dangerous when he is right on top of his target. Using Battery Assault, he repeatedly damages and stuns an adjacent foe. With proper positioning his Power Cogs can trap a single enemy next to him, while pushing their allies away. This combo is quite lethal to fragile heroes. To aid him in finding and binding himself to enemies, Clockwerk has Rocket Flare and Hookshot. Rocket Flare sends a missile into the battlefield, causing some damage and giving him Clockwerk vision of the targeted area. Hookshot fires a chain that latches onto enemy units with a damaging stun, then reels Clockwerk across the map and right to their side, poised to unleash his deadly Battery Assault and Power Cogs combo. Good awareness is the best counter to this small but deadly hero.
Shadow Fiend's only defense lies in his superb offense. After every life he takes, he traps their soul to empower his attack damage with Necromastery. This allows him to amass high attack damage. His ultimate, Requiem of Souls, can summon these souls to inflict great damage on those enemies foolish enough to venture within reach. His unique Shadowraze allows him to blast opponents in small areas, at three separate distances. Another ability, Presence of the Dark Lord, makes enemies more vulnerable to physical damage, passively reducing their armor. Deadly from a number of distances, but vulnerable if caught off guard, Shadow Fiend's positioning in battle is of utmost importance.
Ancient Apparition is a versatile spellcaster with the unusual ability to strike enemies at long distances. With practice, his Ice Blast can strike any point on the battlefield, and deals damage in a wide diameter. It's perfect for laying waste to enemies clumped together in a fight and allows Ancient Apparition to be an integral part of team fights even when he's on the other side of the map. Cold Feet is useful to slow the movement speed of targets, and if afflicted enemies can't get safely out of range within four seconds, they'll be frozen in their tracks. This is particularly beneficial in team fights because an enemy that is frozen is an enemy that can't fight back. Ice Vortex is another of Ancient Apparition's abilities that focuses on immobilizing his enemies. Ice Vortex condenses Ancient Apparition's frost power into a single spinning vortex of ice that slows enemies while they are standing inside it and increases all magic damage taken. But Ancient Apparition's spells aren't limited just to increasing his own effectiveness in battle. Chilling Touch enchants allied heroes and gives bonus magical attack damage to your teammates.
Lion is a strong offensive spellcaster with excellent disabling capabilities. Although his primary attack spell, Spike, deals relatively low damage, it has a long stun and can hit multiple targets easily. Its low damage is more than compensated for by Lion's Finger of Death, which deals very high damage to a single enemy target. Finger of Death is an excellent finishing spell for injured enemies. Although Spike alone is a good disabling spell, Lion has a second strong disable: Hex. Hex can transform an enemy hero into a critter for a few seconds, allowing Lion and his allies time to finish them off. Lion's spells all cost quite a bit of mana, but he can quickly regain it using Mana Drain. This spell is effective for draining an enemy hero's mana, or giving Lion a quick mana boost from a ranged creep. This hero is a good choice for newer players, but at the same time he is fragile and must walk a fine line between caution and aggression to emerge victorious.
Faceless Void is a master of time and space, often bending it to his will. He can Time Walk short distances, effectively jumping forward to a new location while slowing the movement speed of enemies near his destination point. This allows him to both surprise attack more effectively and escape situations where other heroes would be doomed. He is also able to passively revert quickly to a past moment to avoid damage, and to stun enemies by locking time on them so he can bash them without missing a beat. For his ultimate weapon, Faceless Void can create a Chronosphere in space time that halts all units inside it, except for himself. This can sometimes trap allied heroes as well, but deals no damage. Once his enemies are immobilized, he can then wreak havoc as he pleases. While he is initially weak, you should never underestimate a hero with great damage potential that also has the ability to stop time. Never.
Necrolyte is an unusual offensive spellcaster, since he has two passive skills and only one primary attack spell. However, this doesn't stop him from being one of the strongest offensive spellcasters around. Necrolyte's Death Pulse is his bread and butter. This powerful ability doubles as a damage spell and a healing spell, with both effects on every cast. Death Pulse hits all nearby heroes, causing damage to foes and healing both friends and Necrolyte himself. Since it has a short cooldown period, this spell can be cast very often, providing constant harassment to enemies while keeping allies in top form. To fuel this barrage, Necrolyte has a passive skill named Sadist which replenishes some of his mana every time he kills a unit. To further weaken his enemies, his powerful Hearstopper Aura slowly drains the life of all foes in a large area of effect around Necrolyte. When he sees a sufficiently injured enemy hero, Necrolyte uses Reaper's Scythe, which is arguably the best spell in the game for killing off damaged heroes. This deadly spell deals damage based on how much life the target is missing, so even the toughest heroes die as a fast as the fragile ones. A strong Necrolyte is nearly impossible to defeat, releasing constant Death Pulses and draining enemies' lives with Heartstopper Aura until they are finished.

You had better take advantage of the daylight while you can, since come nightfall you will be up against a powerful and adept hunter.
Night Stalker's passive Hunter in the Night increases his movement and attack speed at night, making him a feared ganker and chaser whenever the sun is down. His Void spell damages a target and slows them to a crawl, allowing Night Stalker and his allies to deal great amounts of damage. Crippling Fear is a powerful weapon against spellcasters and fighters alike, as it both silences enemies and increases the chance that their physical attacks will miss the target. It is said that you have little to fear from Night Stalker when the sun is high--however, his ultimate ability, Darkness, allows him to instantly turn day into night (or prolong the night that has already fallen), giving his other spells their fullest effect.
Morphling is a dynamic, protean hero, capable of giving or taking massive amounts of damage, at the player's discretion. Waveform allows him to escape or initiate fights with ease, while Adaptive Strike gives him a versatile nuke or stun. Replicate allows him to make a copy of a hero, and to take the place of the copy in an instant. Morphling's greatest strength, however, is his ability to swap his points between strength and agility, letting him change from tank to damage dealer and back again, as the tides of battle shift. Morphling is a dangerously mobile enemy, who must be treated with caution before he takes you by surprise!
Shadow Shaman is one of best heroes for disabling enemies, with two strong spells of this type. However, he is a fragile hero who tends to become a focus for enemy wrath in combat. Teamwork and communication are essential if Shadow Shaman is to make full use of his potent spell arsenal. Ether Shock is a useful ability, good for harassing foes, killing creeps, and finishing off wounded enemies who try to escape his snares. Hex is a straightforward polymorph skill, transforming the target into a critter and knocking them out of the fight for a few valuable seconds. Shackles is an interesting ability which disables the target and also Shadow Shaman, who must remain immobile while he channels the spell. However, this is not as much of a disadvantage as it might seem, since his Mass Serpent Ward gives him a powerful means of destroying his target while he holds them in place. The wards are a powerful siege tool as well, able to level buildings very quickly. Since towers can only defend against one ward at a time, they stand little chance against Shadow Shaman's legion of serpents.

Sven's skills allow him to deal Area of Effect damage to several enemies at once. Storm Hammer, a powerful damage spell, stuns the target and surrounding units for several seconds, allowing Sven to catch up and strike them with his sword. Warcry gives Sven and nearby allies a temporary movement speed and armor bonus so they can charge quickly and fearlessly. Sven's foes must be wary of his powerful physical attacks, for God's Strength pumps his damage up to very high levels, while Cleave turns every attack into an Area of Effect strike. Although his strengths are straightforward, they are not to be underestimated. The best course of action when faced with a fully pumped Sven is to run.
Although his name seems fitting at first, over time
Tiny the Stone Giant grows both in size and strength. His immense strength allows him to grab the closest enemy and hurl them at a target unit. This, combined with his Avalanche spell, gives him the ability to do incredible Area of Effect damage. However, Tiny is also extremely dangerous in one-on-one situations. With proper timing, Tiny can seize an enemy who is afflicted by Avalanche, and Toss them back into the Avalanche effect to take double damage. While this is often enough to instantly kill the more fragile heroes, tougher heroes must also be wary of engaging Tiny. His Craggy Exterior can stun close-range attackers, giving him time to escape or punish them with his crushing blows. It is best to keep this mobile mountain at arm's length.
Dark Seer is a master of manipulating the positioning of allies and enemies and causing confusion in battle. His Vacuum ability drags all enemy units in a wide area to a central location. This spell is very deadly when combined with allies who have strong area of effect spells. Dark Seer's primary damage source is Ion Shell. When cast on an allied unit, or the Dark Seer himself, Ion Shell continuously damages all adjacent enemies, making it the natural complement to Vacuum. Ion Shell is powerful when cast on allied melee heroes who like to be in the thick of the fight. To aid his allies and to make sure Ion Shell is in range, the Dark Seer uses Surge, a powerful spell that makes a target ally move at maximum speed for a short period of time. This ability is useful in any situation, and due to its low cooldown period and mana cost it can be cast quite frequently. Dark Seer's final spell, Wall of Replica, summons a shimmering barrier which duplicates any enemy hero that passes through it, creating an illusion of him. Wall of Replica is great at causing a lot of confusion during large battles, especially combined with Vacuum. Dark Seer is a perfect fit for players who like a more strategic playstyle and can quickly determine the flow of battle.

Enchantress, on first glance, seems to be your ordinary support hero, but this belies her aggressive offensive potential. With her Enchant ability, she can take control of forest creeps and their innate abilities. This allows her a wide range of powers and gives her a strong way to push towers or gank enemy heroes. Enchant can also slow enemy heroes; this combined with her Untouchable passive skill makes her difficult to attack. The Enchantress can also use her Healing Wisps to heal her allies after a battle. Her hidden strength, however, is Impetus, which deals more damage the farther away the enemy hero is, adding massive damage to her basic attacks.
Leshrac's four skills all focus on dealing a lot of damage to his enemies in a variety of ways. He is one of the most powerful direct damage spellcasters, and his spells can even out-damage pumped up physical attack heroes late in the game. Split Earth is an area of effect stun. Although new players will find it can be difficult to hit, it has a relatively low cooldown and is sure to cause a lot of pain if it does connect. Diabolic Edict is an extremely effective spell if used well, causing a huge amount of damage if it hits a single enemy hero for its entire duration. Since it deals physical damage, it is excellent at destroying buildings and fighting magic immune heroes. Lightning Storm is a straightforward spell, but since the cooldown period is only 6 seconds long, it is one of the best harassment spells around. In addition, each bounce deals full damage, allowing clever Leshrac players to hit foes from very long range by targeting creeps and letting the lightning bounce to the intended victim. Pulse Nova is Leshrac's final offensive spell, and can potentially deal the most damage of any of his abilities. Although it costs huge amounts of mana to sustain, the damage output of this spell is very high, especially in large battles where it can hit many targets at once.

Razor is a hero with a wide variety of lightning-based attacks. Although somewhat fragile at the start of the battle, he can nonetheless be used effectively to push lanes and can be vitally important in team fights. His Static Link completes the circuit between himself and an enemy, stealing damage from the target and adding it to his own. His passive Unstable Current increases movement speed and deflects damage back at attackers. His ultimate weapon, Eye of the Storm, calls down the power of the storm upon his enemies, creating an area of effect in which lighting strikes randomly down on the heads of his foes. Razor's most eye-catching ability though is also usually the first one he earns: Plasma Field. A great tool for intimidation and controlling the lanes, this ability expels a powerful ring of excited plasma that expands to envelope all units around Razor, dealing damage to enemy creeps and heroes alike.
Drow Ranger is a highly versatile fighter. She provides constant support for her team: pinning the enemies with Frost Arrows, Silencing them to prevent magical retaliation. Her passive Precision Aura and Marksmanship abilities enhance her natural agility, and make her a welcome addition to any team. A good archer keeps her distance, kiting constantly to keep an enemy under the pressure of a continual barrage, but never gets close enough for them to harm her. This is Drow in her element.
Pugna is a fragile yet versatile spellcaster. Due to his massive intelligence gain per level, he has plenty of mana to cast his spells. Nether Blast is his primary method for dealing damage, and its large area of effect, high strength, and low cooldown make it good for harassing enemy heroes and killing creeps. In addition, Nether Blast also deals damage to towers, which makes Pugna a powerful sieging hero. Pugna's Decrepify spell is useful in several ways. It functions as a decent slowing spell for catching fleeing enemies, and it also amplifies spell damage against the target. Decrepify and Nether Blast make a powerful combination. Decrepify can also be cast on allies, and since it prevents the target from being hit by physical attacks, it gives clever Pugna players a way to deal with potentially troublesome physical attacks by Decrepifying either enemy heroes (which prevents them from attacking), or allied heroes (which prevents them from being attacked). Decrepified enemies can still cast spells, but with Pugna's Nether Ward placed nearby they will be struck by lightning whenever they use a skill. Finally, Pugna's natural fragility is somewhat mediated by his Life Drain spell, which rapidly heals Pugna while dealing a lot of damage to his target. Pugna is especially effective at shutting down enemy spellcasters with his Nether Ward, but his versatility makes him good in any situation.

Witch Doctor is a fragile but deadly spellcaster with a unique method of eliminating his foes. His Maledict ability is feared by all, and has the potential for enormous amounts of damage. Heroes under the effect of Maledict will continue to take damage based on how much damage they have taken already. Using Paralyzing Casks, a clever Witch Doctor immobilizes his target, casts Maledict on them, then proceeds to cause as much damage as possible before they run. This is nearly always fatal if the Witch Doctor and his allies can injure the target a good amount after it is Maledicted. To aid in the destruction of his enemies, Witch Doctor can plant a potent Death Ward, which rapidly attacks nearby heroes as long as Witch Doctor channels it. Combined with Maledict and Paralyzing Cask, Death Ward is practically a guaranteed kill when ambushing an unsuspecting enemy hero. Voodoo Restoration turns him into a mobile healing fountain, quickly restoring the life of the Doctor and his allies in case an ambush doesn't go according to plan. Although Witch Doctor's Maledict combo is lethal on its own, it is even more dangerous when combined with allied attacks and spells.
Zeus has one role: offensive spellcaster. His spell damage output is probably the highest of any hero in the game, due to a combination of great damage and short cooldown. Arc Lightning strikes a large number of enemies simultaneously with chain lightning; and while it does relatively slight damage, its low cost and quick cooldown allow it to be cast repeatedly during a battle. Lightning Bolt is easy to understand: lots of damage! Offering a good balance of damage, cooldown, and mana cost, Lightning Bolt is Zeus's primary means of dealing with enemies..Every time Zeus casts a spell, his passive Static Field ability delivers a shock to nearby enemy heroes, based on their vitality. As enemies increase their life energy through the course of a game, Static Field does proportionally more damage to them. Zeus's most feared ability is Thundergod's Wrath. When cast, this spell causes a bolt of lightning to strike all enemy heroes on the battlefield. Thundergod's Wrath is especially useful for finishing off injured heroes as they limp away from battle, but it can also Zeus and his allies an edge in the heat of team fights.

Dazzle is an unusual support spellcaster, who focuses entirely on physical damage rather than magical attacks. Hence, he is extremely effective backing up allies with strong physical attacks. Poison Touch doesn't deal much damage, but it is a very effective slow and stun with a ridiculously short cooldown. Escaping from Dazzle with a high level Poison Touch is nearly impossible. Shadow Wave doubles as a good heal and damage ability. Similar to Poison Touch, this ability may seem weak at first, but due to the extremely low cooldown it can be cast constantly, and with some clever placement can cause a lot of damage. Shallow Grave is an essential ability. When cast on a damaged ally, it can prolong life for several crucial seconds, allowing them to escape or cause even more damage before they go down. Often enemies will chase a hero who is under the effect of this spell, believing them to be an easy kill. This is can be a fatal mistake. Finally, the Weave spell gives Dazzle a method for boosting the power of his own spells and also giving his team a significant advantage in any battle. Due to the low cost and cooldown of Weave, he can cast it at practically every fight with great effect.

Axe
Sniper
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