Tinker Cookie Cutter Build

Boush - Tinker Cookie Cutter Build

Skill Build
Level 1 - Laser
Level 2 - Heat Seeking Missile
Level 3 - Laser
Level 4 - Heat Seeking Missile
Level 5 - Laser
Level 6 - Heat Seeking Missile
Level 7 - Laser
Level 8 - Heat Seeking Missile
Level 9 - Refresh
Level 10-13 - March of the Machines
Level 14-25 - Stats / Refresh

Upgrade Refresh to level 2 when you obtain Shiva's Guard and then to level 3 when you have Guinsoo's Scythe of Vyse.

Item Build

Starting Items
Bottle - Branches x4
Boots of Travel

Mid Game Items
Bottle - Branches x3
Boots of Travel - Shiva's Guard

Late Game Items
Boots of Travel
Shiva's Guard
Black King Bar
Guinsoo's Scythe of Vyse
Linken's Sphere
Heart of Tarrasque

Playing Strategy
1. Farm for Boots of Travel as quickly as possible.
2. Use runes to maintain lane control and gank sidelanes.
3. When you have the boots, teleport around the map and use March of the Machines to farm.
4. Complete your Core items and you'll own.
5. Tinker needs a significant awareness of the map to be effective since you will be teleporting a lot.
6. Teleport to ganks and get the last shot with Laser or Missile
7. If you can afford it, buy wards for the team since you'll be farming most of the time and will have lots of gold.
8. During fights, stay uphill, in the trees, within the fog, etc. Don't go inside the chaos.

Boush - Tinker

Boush - Tinker

Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machines and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.

Abilities

Laser
Fires an intense beam of light at a target, dealing damage and blinding all in the area for 9 seconds. Deals precise damage.
Level 1 - 80 damage, 10% miss.
Level 2 - 160 damage, 15% miss.
Level 3 - 240 damage, 20% miss.
Level 4 - 320 damage, 25% miss.
Cooldown: 14 seconds.

Level 1: 95 mana, 14 sec cooldown.
Level 2: 120 mana, 14 sec cooldown.
Level 3: 145 mana, 14 sec cooldown.
Level 4: 170 mana, 14 sec cooldown.

Heat Seeking Missile
The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500.
Level 1 - 100 damage.
Level 2 - 175 damage.
Level 3 - 250 damage, 2 targets.
Level 4 - 325 damage, 2 targets.
Cooldown: 25 seconds.

Level 1: 120 mana, 25 sec cooldown.
Level 2: 140 mana, 25 sec cooldown.
Level 3: 160 mana, 25 sec cooldown.
Level 4: 180 mana, 25 sec cooldown.

March of the Machines
Calls in hordes of robotic goblins to destroy your enemies.
Level 1 - 16 damage/goblin.
Level 2 - 24 damage/goblin.
Level 3 - 32 damage/goblin.
Level 4 - 40 damage/goblin.
Cooldown: 35 seconds.

Level 1: 145 mana, 35 sec cooldown.
Level 2: 150 mana, 35 sec cooldown.
Level 3: 165 mana, 35 sec cooldown.
Level 4: 190 mana, 35 sec cooldown.

Rearm
Instantly reloads the Tinker's weapons.
Level 1 - 3 seconds to rearm.
Level 2 - 2 seconds to rearm.
Level 3 - 1 seconds to rearm.

Level 1: 150 mana, 0 sec cooldown.
Level 2: 250 mana, 0 sec cooldown.
Level 3: 350 mana, 0 sec cooldown.

Pudge Meat Hook Tips

Pudge Meat Hook Strategy

Hooking Stationary Enemies
Use a long range Meat Hook. Take advantage of the 1000 range. Set up by hiding behind trees in a side lane or atop the cliffs near the first middle tower and hooking an unsuspecting hero. Simply target the ground near the hero while the hero is busy attacking creeps. Fast fingers are needed to pull off your combination.

While the Hook is coming back to you, turn on Rot. After the enemy hero is reeled in, chase with Rot for a second then, Dismember the hero. If it doesn’t kill him, chase with Rot for the finish.

Hooking Moving Enemies
Avoid the Point Blank Meat Hook except when you can afford to get a creep instead. Anticipate the enemy Hero's path and put the Hook where the enemy hero is going to be. Try to use Hook when the enemy is at a point where he only has one option for where to go. The narrow ramps along the river are perfect for this. Don't Hook straight behind a running hero, chance are you'll miss. Step slightly to the side then Hook at a small angle.

Other tips for Pudge Meat Hook
- save allies
- launch a blind hook to get invisible or cloaked enemies
- remember to click on the ground, not the hero
- click a little short of where you want the Hook to hit
- click around 700 units away from target
- hooks will go across cliffs and through trees, buildings, siege units, Roshan, Syllabear's Spirit Bear or Chickens. Use to your advantage.

Pudge Premium Build

Butcher - Pudge Premium Build

Skill Build
Level 1 - Rot
Level 2-3 Meat Hook
Level 4 - Rot
Level 5 - Meat Hook
Level 6 - Dismember
Level 7 - Meat Hook
Level 8-9 Rot
Level 10 - Stats
Level 11 - Dismember
Level 12-15 Flesh Heap
Level 16 - Dismember
Level 17-25 Stats

Item Build

Starting Items
Ancient Tango of Essifation
Circlet of Nobility

Early Mid Game Items
Empty Bottle
Boots of Speed - Boots of Travel (for chasing heroes with Rot)
Bracer x2
Observer Wards (helps in Meat Hook)
Platemail

Late Game Items
Assault Cuirass
Heart of Tarrasque

Pros and Cons
Pros
1. Hero-killing combination of abilities
2. High strength
3. Abilities can help in team battles
4. Can be a tank and an assassin

Cons
1. Low agility and intelligence
2. Low armor
3. Low movement speed and attack rate
4. Melee hero
5. Becomes weak during late game

Playing Strategy

Early Game
- don't use Rot to last-hit creeps during early game. Use it to get first blood and kill heroes
- get Flesh Heap later when you start farming neutral creeps
- hug the tower
- use Hook and bring hero to tower and gank with your team
- use the bottle generously

Mid Game
- camp the cliffs on either side of your first mid tower and hook heroes from the river up to those cliffs, where you can Rot and Dismember for an easy kill.
- go around the map and kill late-game enemy heroes that are farming the neutrals

Late Game
- hopefully, you can now tank creeps and push with your allies for the win

Butcher - Pudge

Butcher - Pudge

An undead behemoth seemingly impervious to even the most potent magic, this starving abomination roams the battlefield, continually in search of unwary prey. It is said his victims catch only a glimpse of his monstrous frame as they are dragged them through the shadows, bleeding profusely as a jagged hook etches deeper in their flesh. Wails of agony echo in the distance, only to be drowned out by the Butcher's maniacal laughter as he severs their limp bodies with his great maw. Unspeakable horrors ensue in a deathly silence, a dreadful omen for what is to come.

Abilities

Meat Hook
Launches a bloody hook at a unit or location. The hook will snag the first target it encounters, dealing damage then dragging the victim back to the Butcher.
Level 1 - 400 range, 100 damage.
Level 2 - 600 range, 200 damage.
Level 3 - 800 range, 300 damage.
Level 4 - 1000 range, 400 damage.
Cooldown: 14 seconds.

Level 1: 140 mana, 14 sec cooldown.
Level 2: 140 mana, 14 sec cooldown.
Level 3: 140 mana, 14 sec cooldown.
Level 4: 140 mana, 14 sec cooldown.

Rot
Pudge releases the disease and filth inside of him, dealing intense damage and slowing surrounding enemies while hurting Pudge as well.
Level 1 - 25 damage/second.
Level 2 - 50 damage/second.
Level 3 - 75 damage/second.
Level 4 - 100 damage/second.
Passive

Flesh Heap
Pudge is made of innumerable rotting corpses, giving him extra protection against spells as well as the chance to add more to his bulk.
Level 1 - 4% magic reduction, slight Str bonus per kill.
Level 2 - 8% magic reduction, moderate Str bonus per kill.
Level 3 - 12% magic reduction, large Str bonus per kill.
Level 4 - 16% magic reduction, heavy Str bonus per kill.
Passive

Dismember
Chows down on a target, causing excruciating pain.
Lasts 3 seconds at all levels.
Level 1 - 75 damage/second.
Level 2 - 125 damage/second.
Level 3 - 175 damage/second.
Cooldown: 30 seconds.

Level 1: 100 mana, 30 sec cooldown.
Level 2: 130 mana, 30 sec cooldown.
Level 3: 170 mana, 30 sec cooldown.

Faceless Void Carry Hero Build

Faceless Void - Darkterror Carry Hero Build

Skill Build
Level 1-2 - Time Walk
Level 3 - Backtrack
Level 4-5 - Time Lock
Level 6 - Chronosphere
Level 7 - Time Lock
Level 8 - Time Walk
Level 9-10 - Backtrack
Level 11 - Chronosphere
Level 12 - Backtrack
Level 13 - Time Walk
Level 14 - Time Lock
Level 15 - Backtrack
Level 16 - Chronosphere
Level 17-25 - Stats

Item Build

Early Game Items
Ancient Tango of Essifation
Wraith Band x3
Boots of Speed

Late Game Items
Power Treads - Mask of Madness
Butterfly - Heart of Tarrasque
Buriza-do Kyanon - Armlet of Mordiggian

Alternative Items
Linken's Sphere - Battle Fury

Playing Strategy

Early Game
Take the upper lane on scourge, or the lower one if you are with the sentinel and manage creeps. Lure creeps to your tower by hitting the enemy hero close to the melee creeps. Be patient and level up.

Mid Game
You should have Mask of Madness by now. You can now either push, farm on the neutral creeps or help in ganking heroes. Use frenzy to get some kills.

Don't push past the first enemy tower and invest your time creating your late game items by farming neutrals. When ambushed, run away with MoM, pretty effective.

Late Game
You should have Butterfly already here. Tank damage and push with your team. Did you know that you can also solo Roshan at this point because the life steal from MoM is greater than Roshan's damage.

Using Time Walk
Block the path of an escaping enemy with time walk. When you're escaping, use it to clear terrains.

How to use Chronosphere properly
The goal is to freeze as many enemies as possible. You can also freeze a tower. Chronosphere's range increases per level. Place it as far from your allies as you can. Afterwhich, ranged allies can attack the hero in the middle. If you miss an enemy, attack him.

Enemies you should attack while Chronosphere is in effect:
1. Disablers and Stunners
2. Damage dealers
3. Tanks
4. Heroes with Blink

Also, Chronosphere has great synergy with Omnislash, Macropyre, Mass Serpent Ward, Exorcism, Poison Nova, Death Ward and with Epicenter plus blink.

Faceless Void - Darkterror

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.

Abilities

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.
Level 1 - 700 cast range. 10% slow.
Level 2 - 900 cast range. 20% slow.
Level 3 - 1100 cast range. 30% slow.
Level 4 - 1300 cast range. 40% slow.
Cooldown: 13 seconds.

Level 1: 120 mana, 13 sec cooldown.
Level 2: 120 mana, 13 sec cooldown.
Level 3: 120 mana, 13 sec cooldown.
Level 4: 120 mana, 13 sec cooldown.

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.
Level 1 - 10% chance.
Level 2 - 15% chance.
Level 3 - 20% chance.
Level 4 - 25% chance
Passive

Time Lock
Gives a chance that an attack will do bonus damage and lock a unit in time for 1 second.
Level 1 - 10% chance per attack.
Level 2 - 15% chance per attack.
Level 3 - 20% chance per attack.
Level 4 - 25% chance per attack.
Passive

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.
Level 1 - 3 Seconds.
Level 2 - 4 Seconds.
Level 3 - 5 Seconds.
Cooldown: 120/110/100

Level 1: 150 mana, 120 sec cooldown.
Level 2: 175 mana, 110 sec cooldown.
Level 3: 200 mana, 100 sec cooldown.

Enigma Semi-Warrior Build

Enigma Semi-Warrior Build

Core Item Build:
Kelen's Dagger Of Escape

Power Treads

Sacred Relic going to:
Radiance

Staff Of Wizardry - Robe Of Magi - Void Stone going to:
Eul's Divine Scepter

Quarter Staff - Sobi Mask - Robe Of The Magi going to:
Oblivion Staff

Oblivion Staff x3 going to
Orchid Malevolence

For the skill build and playing strategies, please see the Enigma Pub Build

Enigma Pub Build

Enigma - Darchrow Pub Build

Skill Build

Level 1 - Conversion
Level 2-3 - Malefice
Level 4 - Stats
Level 5 - Malefice
Level 6 - Black Hole
Level 7 - Midnight Pulse
Level 8 - Malefice
Level 9-10 - Midnight Pulse
Level 11 - Black Hole
Level 12-13 - Stats
Level 14 - Midnight Pulse
Level 15 - Stats
Level 16 - Black Hole
Level 17-19 - Conversion
Level 20-25 - Stats

Core Items

Early Game:
Circlet of Nobility - Ancient Tango of Essifation x2
Lesser Clarity Potions x2 - Gauntlets Of Ogre Strength

Save up to buy Boots Of Speed

Mid Game:
Void Stone

Alternatives:
Bracers x2 - Sobi Mask

Late Game:
Boots Of Travel - Black King Bar
Necronomicon - Refresher Orb

Alternatives:
Helm of Dominator - Shiva's Guard - Mekansm

Hero Strengths and Weaknesses:

Strengths:
Great disables
High strength and intelligence bonus per level
Long attack range
Malefice can get first blood

Weaknesses:
Eidolons can feed enemy early game
Weak armor value
Low agility bonus per level
Slow attack speed

Playing Strategies:
1. Crash trees with Impulse to create an escape route when ganked.
2. Use your converts to scout rune areas.
3. Malefice is your bread and butter spell, use frequently.

Enigma - Darchrow

Enigma - Darchrow

The result of a collapsed star entombed within a field of elemental magic, Darchrow is one of the most dangerous beings in existence, consuming hundreds of worlds into the void of his hate and hunger. Now serving the Sentinel for an unknown purpose, Darchrow turns his hatred upon the Undead Scourge, yet is not above using his own allies as portals for his own servants to come through. Capable of manipulating both void and shadow in combat, his greatest pleasure is to release the oblivion within him upon the world, creating an abyss that draws enemies ever closer to destruction.

Abilities

Malefice
Focuses Darchrow's hatred on a target, causing it to take damage over time and become repeatedly stunned.
Lasts 2/4/4/6 seconds.
Level 1 - 30 damage every 2 seconds.
Level 2 - 40 damage every 2 seconds.
Level 3 - 65 damage every 2 seconds.
Level 4 - 80 damage every 2 seconds.
Cooldown: 15 seconds.

Level 1: 110 mana, 15 sec cooldown.
Level 2: 130 mana, 15 sec cooldown.
Level 3: 150 mana, 15 sec cooldown.
Level 4: 160 mana, 15 sec cooldown.

Conversion
Splits a friendly creep into 3 malevolent aspects of itself, coming under your control. Lasts 30 seconds.
Level 1 - Spawns 3 Lesser Eidolons.
Level 2 - Spawns 3 Eidolons.
Level 3 - Spawns 3 Greater Eidolons.
Level 4 - Spawns 3 Dire Eidolons.
Cooldown: 15 seconds.

Level 1: 125 mana, 15 sec cooldown.
Level 2: 125 mana, 15 sec cooldown.
Level 3: 125 mana, 15 sec cooldown.
Level 4: 125 mana, 15 sec cooldown.

Midnight Pulse
Steeps an area in dark magic, causing all opponents who dare enter to take damage.
Lasts 8 seconds.
Level 1 - 3% max life lost per second.
Level 2 - 4% max life lost per second.
Level 3 - 5% max life lost per second.
Level 4 - 6% max life lost per second.
Cooldown: 25 seconds.

Level 1: 135 mana, 25 sec cooldown.
Level 2: 150 mana, 25 sec cooldown.
Level 3: 165 mana, 25 sec cooldown.
Level 4: 180 mana, 25 sec cooldown.

Black Hole
Summons the powers from the darkest abyss, creating a vortex that sucks all nearby enemies closer, dealing damage. Lasts 4 seconds.
Level 1 - 30 damage at range, 60 damage close up.
Level 2 - 50 damage at range, 100 damage close up.
Level 3 - 70 damage at range, 140 damage close up.
Cooldown: 200/190/180 seconds.

Level 1: 200 mana, 200 sec cooldown.
Level 2: 300 mana, 190 sec cooldown.
Level 3: 400 mana, 180 sec cooldown.

Tidehunter Popular Tank Build

Tidehunter - Leviathan Popular Tank Build

Skill Build
Level 1 - Gush
Level 2 - Kraken Shell
Level 3 - Gush
Level 4 - Anchor Smash
Level 5 - Gush
Level 6 - Ravage
Level 7 - Gush
Level 8-10 - Anchor Smash
Level 11 - Ravage
Level 12-14 Kraken Shell
Level 15 - Stats
Level 16 - Ravage
Level 17-25 Stats

Item Build

Core Items
Start with the Empty bottle or Null Talismans, then buy a Boots of Speed. Make a Bracer and upgrade to Power Treads. Save up for a Hood of Defiance and you're done.

Empty Bottle - Boots of Speed - Bracer
Power Treads - Hood of Defiance

Luxury Items
Assault Cuirass - Sange and Yasha

Game Strategies

Try not to jungle and get into battle. Connect often with your Gush ability.

Lane with a ranged attacking hero specially those with disabling capabilities.

Try to always pick the side lanes. Always use your bottle and trade nukes.

Your main responsibilities during ganks are creep diving, tower diving and frontline skirmishes. Be a hero and take all the damage.

When attacking, always start with Gush and use your ultimate when the situation has become critical.

For group fights, it's usually better to cast your ultimate in the middle of the battle.

Tidehunter - Leviathan

Tidehunter - Leviathan

Greatest of the sea giants, Leviathan was sealed away in the aftermath of the war between the Old Gods and the Titans in ancient times. Now released by the Lich King to aid in his crusade against the Sentinel, he cleaves through waves of enemies with his mighty anchor, breaking enemy sieges before they even begin. As terrible a foe on land as he is in water, those who stand before the Tidehunter are swept away in a sea of spikes, eviscerated as he closes in to pulverize those left to receive his wrath.

Abilities

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.
Level 1 - Reduces armor by 2, deals 110 damage.
Level 2 - Reduces armor by 3, deals 160 damage.
Level 3 - Reduces armor by 4, deals 210 damage.
Level 4 - Reduces armor by 5, deals 260 damage.
Cooldown: 12 seconds.

Level 1: 120 mana, 12 sec cooldown.
Level 2: 120 mana, 12 sec cooldown.
Level 3: 120 mana, 12 sec cooldown.
Level 4: 120 mana, 12 sec cooldown.

Kraken Shell
Creates a thick armor shell around Leviathan that protects him against attacks. Additionally, this ability occasionally removes negative buffs.
Level 1 - Reduces attack damage by 7. Removes buff every 11 seconds.
Level 2 - Reduces attack damage by 14. Removes buff every 10 seconds.
Level 3 - Reduces attack damage by 21. Removes buff every 9 seconds.
Level 4 - Reduces attack damage by 28. Removes buff every 8 seconds.
Passive

Anchor Smash
Leviathan swings his mighty anchor with a vengeance. Gives a 20% chance to deal bonus damage to nearby enemies.
Level 1 - Deals 75 damage in a small radius.
Level 2 - Deals 115 damage in a small radius.
Level 3 - Deals 155 damage in a small radius.
Level 4 - Deals 200 damage in a small radius.
Passive

Ravage
Slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns. Area increases per level.
Level 1 - Deals 250 damage. 1.5 seconds stun.
Level 2 - Deals 350 damage. 1.8 seconds stun.
Level 3 - Deals 450 damage. 2.25 seconds stun.
Cooldown: 150 seconds.

Level 1: 150 mana, 150 sec cooldown.
Level 2: 225 mana, 150 sec cooldown.
Level 3: 325 mana, 150 sec cooldown.

Windrunner Robin Hood Build

Windrunner Robin Hood Build

This is for advanced players. Windrunner is learned at level 1 for chasing and escaping.

Skill Build
Level 1 - Windrunner
Level 2-3 - Powershot
Level 4 - Shackleshot
Level 5 - Powershot
Level 6 - Shackleshot
Level 7 - Powershot
Level 8-9 - Shackleshot
Level 10-11 - Focus Fire
Level 12-14 - Windrunner
Level 15 - Stats
Level 16 - Focus Fire
Level 17 - 25 - Stats

For the item builds and playing strategies, please see the basic Windrunner - Alleria Archer Build

Windrunner Archer Build

Windrunner - Alleria Archer Build

Skill Build
Level 1 - Powershot
Level 2 - Windrunner
Level 3 - Powershot
Level 4 - Windrunner
Level 5 - Powershot
Level 6 - Shackleshot
Level 7 - Powershot
Level 8-9 - Windrunner
Level 10-11 - Focus Fire
Level 12 - Windrunner
Level 13-14 - Shackleshot
Level 15 - Stats
Level 16 - Focus Fire
Level 17-25 - Stats

The Archer build is recommended for players who are not good at executing Shackleshot and/or Powershot. Remember that Powershot and Windrunner are the first to be maxed out; useful for both offensive and defensive plays. Shackleshot is learned at 4/6; used in situation where mini-stuns would prove to be useful- maxed out 12-15. Focus Fire is acquired at 10, 11, and 16 because there are better skills to attain early on and it isn't that good of a skill early in the game.

Item Build

Early Game:
Boots of Speed - Ring of Basilius

Mid Game:
Eul's Scepter of Divinity - Boots of Travel - Manta Style
Necromonicon 3 - Bottle - Black King Bar

Other Items:
Orchid Malevolence - Phase Boots - Shiva's Guard
Mekansm - Boots of Travel - Observer Wards - Sentry Wards

Luxury Items:
Black King Bar - Manta Style
Guinsoo's Scythe of Vyse - Necronomicon
Stygian's Desolator - Kelen's Dagger

Remember that the Windrunner is not so much dependent on items to be powerful. She actually just needs movement speed and mana regeneration. Thus, make Eul's Scepter of Divinity as soon as possible.

Use Necronicon and Wards against stealth opponents, the Black King Bar and Manta style for mana dependent enemies. The Orchids Malevolence and Shiva's Guard is for enemy DPS heroes.

Attack Strategies:
Piercer: Attack -> Powershot -> Attack
Spearhead: Windrunner -> Piercer (-> Shackleshot -> Piercer)
Hide and Seek: Windrunner -> Powershot -> Shackleshot/Windrunner (-> Windrunner)
Fiery: Spearhead -> Shackleshot -> Focus Fire
Terminate: Windrunner -> Powershot

Playing Strategies:

Soloing:
Harass with the Piercer technique. Harass and farm your lane. Be safe.

Laning:
Focus on getting the last hits. Play with your teammate and use Piercer attack often.

Escaping an ambush:
Use your items like BKB and Eul's. You can also cast Shackleshot, then Windrunner.

Offensive:
Do the fiery technique. Use Focus Fire for structures.

Defensive:
Use your disables like Shackleshot

Windrunner - Alleria

Windrunner - Alleria

In the valleys of Winterspring, deep within the verdant glades of the Forest of Trees, an elf with the power of the wind makes her home. She joined the Sentinel as a free agent shortly after the War of the Magi. Favored by the Goddess of Wind, Alleria received many blessings. Her arrows fly straight and true, piercing all enemies in a line. She can lace her arrow with wind and bind enemies together by creating ethereal shackles. Her footsteps are hastened by the currents of air. It is known that she can dispatch enemies at blinding speed by releasing a flurry of arrows. She is indeed a worthy enemy of the Scourge.

Abilities

Shackleshot
Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.
Level 1 - 1.4 seconds shackle
Level 2 - 2.1 seconds shackle
Level 3 - 2.8 seconds shackle
Level 4 - 3.5 seconds shackle
Cooldown: 14

Manacost: 90/100/110/120
Level 1: 90 mana, 14 sec cooldown.
Level 2: 100 mana, 14 sec cooldown.
Level 3: 110 mana, 14 sec cooldown.
Level 4: 120 mana, 14 sec cooldown.

Powershot
Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 1700 distance, dealing damage and destroying trees in its path. The damaged dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through.
Level 1 - 120 initial damage.
Level 2 - 200 initial damage.
Level 3 - 280 initial damage.
Level 4 - 360 initial damage.
Cooldown: 12

Manacost: 90/100/110/120
Level 1: 90 mana, 12 sec cooldown.
Level 2: 100 mana, 12 sec cooldown.
Level 3: 110 mana, 12 sec cooldown.
Level 4: 120 mana, 12 sec cooldown.

Windrunner
Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for a short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed in a 300 AoE around her.
Level 1 - 8% slow, lasts 2.75 seconds.
Level 2 - 16% slow, lasts 3.5 seconds.
Level 3 - 24% slow, lasts 4.25 seconds.
Level 4 - 30% slow, lasts 5 seconds.
Cooldown: 65/50/35/20

Manacost: 100
Level 1: 100 mana, 65 sec cooldown.
Level 2: 100 mana, 50 sec cooldown.
Level 3: 100 mana, 35 sec cooldown.
Level 4: 100 mana, 20 sec cooldown.

Focus Fire
Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target for 10 attacks. Damage is reduced in this state.
Level 1 - 50% reduced damage.
Level 2 - 40% reduced damage.
Level 3 - 30% reduced damage.
Cooldown: 60

Manacost: 200/300/400
Level 1: 200 mana, 60 sec cooldown.
Level 2: 300 mana, 60 sec cooldown.
Level 3: 400 mana, 60 sec cooldown.

Ogre Magi Normal Build

Ogre Magi - Aggron Stonebreaker Normal Build

Skill Build
Level 1 - Fireblast
Level 2 - Ignite
Level 3 - Fireblast
Level 4 - Ignite
Level 5 - Fireblast
Level 6 - Multicast
Level 7 - Fireblast
Level 8-9 - Ignite
Level 10 - Bloodlust
Level 11 - Multicast
Level 12-14 - Bloodlust
Level 15 - Stat
Level 16 - Multicast
Level 17-25 - Stats

Early Game Items
2 Ironwood Branches - 2 Mantles of Intelligence - 2 Ancient Tango of Essifation
Save up for a Perseverance.

Mid Game Items:
Power Treads - Perseverance - 2 Null Talismans
Save up for Mystic Staff

Late Game Items:
Power Treads - Perseverance - 2 Null Talismans
Aghanim's Scepter - Shiva's Guard

Alternative Items
Bloodstone if you are finding it hard to build Mystic Staff. But once you acquire the Staff, break the Bloodstone and reform to Aghanim's Scepter.

Playing Strategies:
1. Spam the Fireblast, specially stunned heroes during ganks.
2. After the Fireblast, chain an Ignite.
3. Always carry TP scrolls.

Ogre Magi - Aggron Stonebreaker

Ogre Magi - Aggron Stonebreaker

Ogres, a race bred to be warriors, have no experience with the arcane arts, leaving Aggron, who was born with a rare affinity to magic, without guidance regarding his innate abilities. His own force of will harnesses his talent to produce elemental flames and explosions that consume his opponents. Being a natural warrior, he reaches into his own aggression to fuel his comrades' lust for battle. His savage, untapped magical potential is prone to fiery outbursts which enhance the potency of his spells. A towering force built on strength and magic, Aggron is honored by his people and feared by his enemies.

Abilities

Fireblast
Blasts an enemy unit with a wave of fire. Deals intense damage and stuns for 1.5 seconds.
Level 1 - Deals 75 damage.
Level 2 - Deals 125 damage.
Level 3 - Deals 175 damage.
Level 4 - Deals 275 damage.

Cooldown: 15 seconds.
Level 1: 75 mana, 15 sec cooldown.
Level 2: 85 mana, 15 sec cooldown.
Level 3: 95 mana, 15 sec cooldown.
Level 4: 105 mana, 15 sec cooldown.

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.
Level 1 - 10 damage/sec; 10% slow.
Level 2 - 20 damage/sec; 15% slow.
Level 3 - 30 damage/sec; 20% slow.
Level 4 - 40 damage/sec; 25% slow.

Cooldown: 15 seconds.
Level 1: 95 mana, 15 sec cooldown.
Level 2: 105 mana, 15 sec cooldown.
Level 3: 115 mana, 15 sec cooldown.
Level 4: 125 mana, 15 sec cooldown.

Bloodlust
Incites a frenzy in a friendly unit, increasing its movement speed and attack speed. Lasts 30 seconds.
Level 1 - Increases attack speed by 20% and movement speed by 6%.
Level 2 - Increases attack speed by 30% and movement speed by 9%
Level 3 - Increases attack speed by 40% and movement speed by 12%
Level 4 - Increases attack speed by 50% and movement speed by 15%

Cooldown: 20 seconds.
Level 1: 75 mana, 20 sec cooldown.
Level 2: 75 mana, 20 sec cooldown.
Level 3: 75 mana, 20 sec cooldown.
Level 4: 75 mana, 20 sec cooldown.

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.
Fire Blast - reduces cooldown by 3 seconds per level
Bloodlust - reduces cooldown by 5 seconds per level
Ignite - Increases area of effect by 150 per level
Passive

Zeus Generic Build

Lord Of Olympia - Zeus Generic Build

Skill Build
Level 1 - Arc Lightning
Level 2 - Static Field
Level 3-5 - Lightning Bolt
Level 6 - Thundergod's Wrath
Level 7 - Lightning Bolt
Level 8-10 - Static Field
Level 11 - Thundergod's Wrath
Level 12-15 - Attribute Bonuses
Level 16 - Thundergod's Wrath

Core Items
Null Talisman - Bracer - Null Talisman
Bottle - Boots of Speed - Point Booster

Luxury Items
Boots of Travel - Guinsoo's Scythe of Vyse

Other Items:
Arcane Ring - Aghanim's Scepter - Refresher Orb

Playing Strategies
1. For early game, solo middle, start with 3 nulls, boots, tp scrolls, and bottle.
2. Use Arc Lightning to push the lane.
3. Use a bolt/stats build if you are against good laners.
4. Always Lightning Bolt before Arc
5. Take advantage of your spells' long range. Stay far.
6. Use Wrath to see where low HP heroes are, then bolt for the kill.

Lord Of Olympia - Zeus

Lord Of Olympia - Zeus

Once a deity of unfathomable might, Zeus reluctantly sacrificed his much relished immortality in exchange for the chance to crush the sinister armies of the unholy undead. As his soul crossed into the mortal plane, his omnipotent powers withered greatly, yet not nearly enough to quell this destructive Thunder God's resolve for justice. With sheer precision, he cleanses through the enemy ranks with an impressive mastery of electrical discharge, smiting the fool hardy with formidable bolts of lightning from the heavens above. Ever vigilant in his relentless assault, the Scourge cowers in fear of incurring the fearsome wrath of the Lord of Olympia.

Abilities

Arc Lightning
Hurls a bolt of arcing energy that laces through many nearby enemy units.
Level 1 - Arcs 5 times, deals 85 damage.
Level 2 - Arcs 7 times, deals 100 damage.
Level 3 - Arcs 9 times, deals 115 damage.
Level 4 - Arcs 15 times, deals 130 damage.

Cooldown: 2 seconds.
Level 1: 65 mana, 2 sec cooldown.
Level 2: 72 mana, 2 sec cooldown.
Level 3: 79 mana, 2 sec cooldown.
Level 4: 86 mana, 2 sec cooldown.

Lightning Bolt
Summons a bolt of lightning from the heavens to strike a target enemy.
Level 1 - Deals 100 damage.
Level 2 - Deals 175 damage.
Level 3 - Deals 275 damage.
Level 4 - Deals 350 damage.

Cooldown: 7 seconds.
Level 1: 75 mana, 7 sec cooldown.
Level 2: 95 mana, 7 sec cooldown.
Level 3: 115 mana, 7 sec cooldown.
Level 4: 135 mana, 7 sec cooldown.

Static Field
Whenever Zeus casts a spell, he shocks all nearby enemy heroes for a percentage of their current hit points as damage.
Affects an area of effect of 800.
Level 1 - Shocks for 5% of current hit points.
Level 2 - Shocks for 7% of current hit points.
Level 3 - Shocks for 9% of current hit points.
Level 4 - Shocks for 11% of current hit points.
Passive

Thundergod's Wrath
Strikes down all enemy heroes with a bolt of lightning.
Level 1 - Deals 210 damage.
Level 2 - Deals 335 damage.
Level 3 - Deals 460 damage.

Cooldown: 120 seconds.
Level 1: 225 mana, 120 sec cooldown.
Level 2: 325 mana, 120 sec cooldown.
Level 3: 450 mana, 120 sec cooldown.

Tank Heroes

Tank heroes are those which can absorb large amounts of damage, thus drawing attention of enemies from allied heroes. Having a tank hero is a big factor when pushing lanes during DotA games.

Tank heroes are typically strength based characters because they have high HP which regenerates fast. They also have defensive abilities that grant armor, regenerates HP or gives bonus damage.

Ideally, a tank hero must become a significant threat in order to attract attention from enemies. Radiance is one of the best items for tank heroes because it simultaneously damages all his attackers within the AoE. Given the proper items, any hero can be built to become a tank.

Notable heroes often used as a tank in DotA games:

  • Earthshaker
  • Necrolyte
  • Spectre
  • Centaur Warchief
  • Magnataur
  • Axe
  • Holy Knight
  • Lycanthrope
  • Dragon Knight
  • Bristleback
  • Tidehunter
  • Gorgon
  • Lord of Avernus
  • Nerubian Assassin
  • Sand King
  • Lifestealer
  • Alchemist
  • Twin Head Dragon
  • Clockwerk Goblin
  • Butcher
  • Admiral Proudmoore
  • Beastmaster
  • Enchantress
  • Lone Druid
  • Morphling
  • Pandaren Brewmaster
  • Rogue Knight
  • Sacred Warrior
  • Stone Giant
  • Treant Protector
  • Slithereen Guard
  • Skeleton King
  • Pit Lord
  • Night Stalker
  • Necro'lic
  • Doom Bringer
  • Chaos Knight

Support Heroes

Support heroes are essential members of any DotA team game. These heroes either disable enemies or boost allies with their skills.

The good news is that, any hero with the right items can do the role of a support character. However, some heroes have skill sets that are already optimized for the support role. They have more defensive abilities than offensive ones.

Supporting skills typically fall under four categories. They are:

Disables and Slows
These are skills that disrupt the enemy heroes which causes them to become vulnerable for attack or give allies enough time to escape safely.

Negative Buff
These are abilities which removes buffs placed on enemy heroes. It can also be skills which lower the base armor of opponents or amplifies damage they receive. Other skills such as Mana Leak causes heroes to lose mana points.

Positive Buff
These are skills that boosts the abilities of allied heroes, usually increasing their damaging abilities. Some positive buff skills also include increasing armor, movement speed and rates of restoring health and mana points.

Heals
Obviously, this skill simply gives allied heroes additional HP during the game. Mekansm is an example of an item which support heroes usually get. Aside from giving health points, healing can also come in the form of giving rescue to low HP allies through teleportation or wind walking abilities.

Items that are usually used by support heroes include Guinsoo's Scythe of Vyse, Eul's Scepter of Divinity, Assault Cuirass, Mekansm, Nathrezim Buckler, Headdress of Rejuvenation, Bloodstone, Shiva's Guard, Diffusal Blade, Vladmir's Offering and Orchid Malevolence.

Nuke Spell Casting

Nuke spell casting is the act of casting a spell that causes ranged magic damage. Nukes generally deal all or most of their damage immediately rather than slowly over time. Since nuke spells cause proportionally high damage early game, they are commonly played and leveled up early in the game.

Nuke spells are often cast in combination or in chain with other abilities, such as a disabling spell or other damage spells.

Some notable examples of this chain or combo abilities are:

Demon Witch - Impale + Voodoo + Finger of Death
Nerubian Assassin - Mana Burn + Impale + Vendetta
Slayer - Light Strike Array + Dragon Slave + Laguna Blade.

To add more damage to their nukes, heroes often buy items such as Dagon and Guinsoo's Scythe of Vyse.

A hero who often uses nuke spells is usually called a Nuker. An example of this would be Zeus, who has 3 nukes. Nukers are typically Intelligence based heroes.

Unfortunately, nukers are also the first target by enemy heroes during early game because they also have the lowest amoung of health points. A good early game for nukers would be Shiva's Guard because it also grants armor to the hero.

Movement Speed

Movement speed or mobility is one of the most important things a DotA player must study. Suffice to say, the more mobile a hero is, the faster he is in moving across the map to level up and farm.

What is movement speed?
Movement speed is the distance covered per duration of time when walking. In DotA, the maximum movement speed is 522 and the minimum is 100.

How do you increase movement speed?
The simplest way is to buy items such as:

  • Boots of Speed - an essential item that should be bought early
  • Power Treads - Boots of Speed upgrade with added increase in attack speed
  • Boots of Travel - best mobility item which gives highest movement speed boost as well as grants teleportation
  • Phase Boots - an item that ads movement speed and gives temporary 10% burst of mobility
  • Yasha - provides a movement speed bonus, provides further boost when upgraded to Sange and Yasha
  • Mask of Madness's Berserk - also gives a bonus percentage mobility
  • Eul's Scepter of Divinity - gives +20 movement speed bonus
  • Lothar's Edge's Wind Walk - when cast, it gives 20% movement speed bonus during invisible status
There are also hero abilities that provide mobility percentage boost. Some of them are Frostmourne, Leap, Empowering Haste, Rampage, Speed Aura, Sprint, Warpath, Windrunner and Wind Walk. You also get a fixed movement speed bonus from Berserker Rage, Chemical Rage, Elder Dragon Form, Grow! and Shapeshift.

Movement Speed Calculation
Type -ms in game and you will see the current movement speed of the hero you currently control. It is calculated as:

(Base Movement Speed + Total Raw Movement Speed Bonus) * (1 + Total % Increase/Decrease in Movement Speed)

Example:
A hero with Boots of Travel and is buffed by Haste was Hexed (thus turning the Hexed hero's base movement speed to 100). Since Haste increases movement speed by 100%, that hexed hero's movement speed would be:

= (100 + 85) * (1 + 1)
= (185) * (2)
= 370 - this will be the movement speed of the hero

Mobility Strategies
When going around the map, always choose the shortest safe route. Be familiar with the map and the location of the neutral creeps. Also, constantly check the rune spawns when it is within your route.

Movement Speed Trivia:
  • The base average movement speed of all heroes is 300.
  • The fastest hero in the game is Chaos Knight, with a movement speed of 325, while Goblin Techies are the slowest, with 270.
  • Heroes with a ranged attack range generally have a lower-than-average movement speed, while melee attack range heroes are often above average.

Getting The Last Hit

Getting the last hit in DotA simply means doing the final blow to a creep, hero or structure. For enemies, the purpose is to get the gold. For allies, it is to deny gold and experience points. This is an essential skill for every good DotA player.

Last Hitting is also important for lane control. When you are last hitting and denying effectively, then you can keep creeps close to your tower, which is helpful when avoiding ganks.

General strategy for getting the last hit:
Your most important tool for last hitting is the ALT key. Pressing this shows the health bars of every unit on the screen. This gives you an idea which unit is close to dying.

For melee heroes: Stand near the creeps and just hold your attacks, only go up to them for the last hit.

For ranged heroes: Move your hero around and stay within range so you can reach your target for the last hit.

Aside from these, it's important to know the time it takes for your hero to attack. Knowing your character's attack animation duration will help you properly time your last hit.

Another important thing to take note of while last hitting is your hero's damage. Of course, heroes with higher damage can last hit creeps when they have a higher health. You must know approximately how low the creep's health is before you last hit it.

Heroes with AoE skills are great for farming and getting the last hit on several units at the same time.

Ganking Heroes

Ganking heroes means ganging up on one or more opponent heroes and outnumbering them in a battle. Gank is short for gang kill.

Gangking is carried out by launching a sudden attack for the purpose of:
- slowing down opponents farming for gold, this happens as small skirmishes during early mid game
- getting gold and experience for the allied hero or heroes themselves
- to push the creep line towards the enemy line specially if the game seems to be on a stall

One of the most useful item for ganking is Observer Wards. It can be used offensively and defensively. Common locations for Observer Wards are:
- inside enemy forest, to locate heroes farming in the neutral creeps
- inside allied forest, to warn against gank attempts from the opponent
- near the rune spots, to spot runes when they appear and see if an opponent has them

Always remember that it's important to have a proper balance between ganking and farming. Spending more time in one than the other may result to becoming underleveled and/or underfarmed for the hero.

Heroes which are effective gankers are those that can deal a lot of damage in a short time, have great mobility and has a disabling ability. Two or more heroes should have one or a combination of these abilities.

Burst damagers examples are the Nerubian Assassin, Slayer, Zeus, Tinker and Lich. Heroes which have great mobility are Queen of Pain, Puck, Mirana, Morphling and Slithereen Guard, while good disablers are Vengeful Spirit, Clockwerk, Rhasta, Lion and Jakiro.

Farming Gold

Farming gold is one of the basic skills that one needs to learn to excel in DotA. Farming simply means killing monsters, creeps and neutrals to get and accumulate gold.

Farming Techniques

The most important skill in farming for gold is the ability to Last Hit. Players only receive gold if they deal the killing blow to a creep (or hero). That's why it's crucial to wait until the enemy unit's HP is low before attacking or using a spell.

This strategy is most frequently utilized early in the game, during which last hitting competes directly with denying creeps, although it should be practiced throughout the entire game to maximize farming efficiency.

Some heroes are better at farming for gold than others, particularly those with an AoE or Area of Effect spell. Examples are Pugna's Netherblas and Leshrac's Lightning Storm.

For such spells, one needs only to wait until many enemy creeps have low HP before casting the spell. This is done by attacking enemy creeps that allied creeps are not currently engaged in battle.

Aside from skills and items that give extra AoE are commonly used for framing. Examples are Cleave from Battle Fury and Radiance, which is undoubtedly the best farming item in the game. Shiva's Guard deals damage to every unit in a large area; when coupled with another AoE spell, entire creep waves can be quickly destroyed.

Farming creeps is pushes a lane faster than desired. That's why the best position to farm is next to an allied tower so you can be close enough to retreat safely but far away enough so the tower will not steal the Last Hit.

Maintaining the position of the creep line and not pushing is therefore crucial to safe and efficient farming. When farming for gold, always remember to avoid using damaging spells and focus on getting the Last Hit. Furthermore, friendly creeps must be denied whenever possible to prevent the allied creeps from pushing towards the enemy's side.

Although farming for gold tends to be boring, it's important that you practice patience and frugality to ensure that you'll have enough to buy the high priced items you will need to become powerful.

Disabling Enemies

Disabling enemies is a common DotA strategy. This is an action that temporarily incapacitates an opponent's character.

Disables are usually active hero spells such as Ensnare and Voodoo. There are also passive disables such as Bash and Last Word. Some items can also disable enemy heroes such as Guinsoo's Scythe of Vyse and Eul's Scepter of Divinity.

Types of Disables

Stun
Stun is believed to be the most powerful disable, which completely prevents the target from taking any action during the duration. When multiply stuns land on a single target, the longest stun time overrides the others. Examples: War Stomp and Bash.

Ensnare
Ensnare disables the movement of the target, but they can still attack and cast spells. An exception for this would be Blink. Examples: Ensnare, Earthbind, and Pit of Malice.

Silence
A bit similar to Ensnare is Silence, wherein the target can still move and attack but cannot cast spells. Items may still be used during Silence, with the exception when the Silence spell is cast by Doom. Examples: Silence, Global Silence and Crippling Fear.

Shackles
Shackled units cannot perform any action at all, similar to Stun. The caster is disabled as well until the spell ends, whether by duration or by command. Examples: Dismember, Shackles, and Fiend's Grip all use Shackles to restrain enemies.

Hex
Hexed units have their base movement speed reduced to 100 and cannot attack or cast spells. Examples: Voodoo and Guinsoo's Scythe of Vyse.

Denying Gold and Experience

Denying experience points is a common strategy in DotA. This means killing an allied creep with low hit points left before your opponents do. Denying a creep will reduce or negate the experience gain for enemy heroes.

A denied creep will give 66% of its normal experience value to melee enemy heroes and 33% for ranged enemy heroes. A creep can only be denied if it has less than 50% HP.

Aside from creeps, buildings can also be denied. Defense towers are often denied to prevent the opposing team from getting a huge amount of gold. However, buildings must have 10% or less HP before it becomes deniable.

Under certain circumstances, an allied hero can also be denied. When a hero is affected with a Damage Over Time skill and is under 25% of his maximum HP, allied heroes can attack and kill him in order to prevent the opposing team from getting gold and gaining XP.

The following skills will make a hero deniable: Doom, Shadow Strike, Shadow Word and Curse of the Silent. Likewise, denying will trigger these skills in the hero: Sadist, Blood Bath, Flesh Heap, and Necromastery.

Using these skills to deny a creep will give absolutely no XP to enemy heroes:Dark Ritual, Death Pact, Conversion and Infest.

You can type -di or -cson any time in the game to activate the deny record chart. The deny record chart shows you how many lanes creeps you killed and how many you denied.

Scourge Heroes List

Here is the list of Scourge Heroes in DotA. Click on the names to learn more about the hero and the list of strategy guides available for that hero.

Axe - Mogul Kahn

Bane Elemental - Atropos

Bloodseeker - Strygwyr

Bone Fletcher - Clinkz

Broodmother - Black Arachnia

Butcher - Pudge

Chaos Knight - Nessaj

Dark Seer - Ish'kafel

Death Prophet – Krobelus

Demon Witch - Lion

Doom Bringer - Lucifer

Faceless Void - Darkterror

Geomancer - Meepo

Gorgon - Medusa

Invoker - Kael

Lich - Kel'Thuzad

Lifestealer - N'aix

Lightning Revenant - Razor

Lord of Avernus - Abaddon

Lycanthrope - Banehallow

Magnataur - Magnus

Necro'lic - Visage

Necrolyte - Rotund'jere

Nerubian Assassin - Anub'arak

Nerubian Weaver - Anub'seran

Netherdrake - Viper

Night Stalker - Balanar

Oblivion - Pugna

Obsidian Destroyer - Harbinger

Phantom Assassin - Mortred

Pit Lord - Azgalor

Queen of Pain - Akasha

Sand King - Crixalis

Shadow Fiend - Nevermore

Shadow Priest - Dazzle

Skeleton King - King Leoric

Slithereen Guard - Slardar

Soul Keeper - Terrorblade

Spectre - Mercurial

Spiritbreaker - Barathrum

Tidehunter - Leviathan

Tormented Soul - Leshrac the Malicious

Undying - Dirge

Venomancer - Lesale Deathbringer

Warlock - Demnok Lannik

Witch Doctor - Vol'Jin

Sentinel Heroes List

Here is the list of Sentinel Heroes in DotA. Click on the names to learn more about the hero and the list of strategy guides available for that hero.

Admiral Proudmoore - Kunkka

Alchemist - Razzil Darkbrew

Anti-Mage - Magina

Beastmaster - Rexxar

Bristleback - Rigwarl

Bounty Hunter - Gondar

Centaur Warchief - Bradwarden

Clockwerk Goblin - Rattletrap

Crystal Maiden - Rylai Crestfall

Dragon Knight - Knight Davion

Drow Ranger - Traxex

Dwarven Sniper - Kardel Sharpeye

Earthshaker - Raigor Stonehoof

Enchantress - Aiushtha

Enigma - Darchrow

Faerie Dragon - Puck

Goblin Techies - Squee and Spleen

Holy Knight - Chen

Juggernaut - Yurnero

Keeper of the Light - Ezalor

Lone Druid - Syllabear

Lord of Olympia - Zeus

Moon Rider - Luna Moonfang

Morphling - Morphling

Naga Siren - Slithice

Ogre Magi - Aggron Stonebreaker

Omniknight - Purist Thunderwrath

Pandaren Brewmaster - Mangix

Phantom Lancer - Azwraith

Priestess of the Moon - Mirana Nightshade

Prophet - Furion

Rogue Knight - Sven

Sacred Warrior - Huskar

Shadow Shaman - Rhasta

Silencer - Nortrom

Slayer - Lina Inverse

Stealth Assassin - Rikimaru

Stone Giant - Tiny

Storm Spirit - Raijin Thunderkeg

Templar Assassin - Lanaya

Tinker - Boush

Treant Protector - Rooftrellen

Troll Warlord - Jah'rakal

Twin Head Dragon - Jakiro

Ursa Warrior - Ulfsaar

Vengeful Spirit - Shendelzare Silkwood

Windrunner - Alleria

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