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1This is part of the [[Characters/HeroesOfNewerth character sheet]] for ''VideoGame/HeroesOfNewerth''. This page contains '''Strength''' heroes.
2
3[[center: [- [[Characters/HeroesOfNewerthAgility Agility]] | [[Characters/HeroesOfNewerthIntelligence Intelligence]] | '''Strength'''-] ]]
4----
5!!Accursed
6
7--> '''Hellbourne Strength'''
8----
9* AchillesHeel:
10** ''Flame Consumption'' can be penetrated with Legionnaire's ultimate so long as Accursed's HP meets the threshold for ''Decapitate'''s instant kill - or skipped by a single attack that gets him from over 400 HP to zero so long as he doesn't manually trigger it.
11** If the enemy is paying attention, they can simply stop attacking Accursed while ''Flame Consumption'' is in effect, turning it into a minor invincible for 5 seconds ability, then blow him up when it stops. It also doesn't help that he remains fully vulnerable to disables, making it harder for him to escape.
12* AnimatedArmor: Implied.
13* BarrierWarrior: Accursed's second ability, ''Fire Shield'', prevents damage to himself or an ally for a short duration, or until it absorbs a certain amount of damage, at which point it bursts, sending that damage back at the attackers.
14* BetterToDieThanBeKilled: Accursed can deny himself by using ''Cauterize'' while his health is below the spell's HP cost.
15* {{BFS}}: [[IncendiaryExponent And you can set it on fire]].
16* BlackSpeech[=/=]SpeakingSimlish
17* CastFromHitPoints: His first ability, ''Cauterize'', can either heal allies or damage enemies, at the cost of a fraction of that amount to Accursed's HP. Furthermore, since it deals Pure damage to Accursed, it is possible to heal yourself with it while ''Flame Consumption'' is active, or add to ''Fire Shield'''s damage counter.
18* DeathSeeker
19* EmpathicHealer: Can heal allies at the cost of his own HP with ''Cauterize''.
20* EnergyAbsorption: Accursed's ultimate, ''Flame Consumption'', turns any damage that Accursed takes during its duration into healing instead. If timed properly and used against the proper enemies, it can bring Accursed from near-death up to full health in a matter of seconds.
21* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Abaddon, except with [[PlayingWithFire fire]] than [[EvilIsDeathlyCold evil ice]].
22* TheFaceless: The only thing you can see past the helmet is fire. Lots of it.
23* GameplayAndStorySegregation: Even though his background states that he's a DeathSeeker, two of his abilities make him that much harder to kill.
24* ImplacableMan:
25** ''Fire Shield'' gives him huge amounts of durability and let him easily absorb damage, meaning that he can tower dive or chase early on in the game while taking minimal damage. It also removes debuffs from the target upon casting, ''including'' stuns.
26** ''Flame Consumption'' itself is also this. Upon triggering, it will remove all debuffs from Accursed, much like ''Fire Shield'', and disjoint most projectiles flying at him.
27* MagicKnight: Though a support and reliant on his spells, Accursed is no slouch in direct combat either due to his relatively high base damage and ''Sear''.
28* PlayingWithFire: All over the place.
29** HealItWithFire[=/=]KillItWithFire: Cauterize, depending whether cast on ally or enemy.
30** ElementalArmor: Flame Shield.
31*** [[MadeOfExplodium Which explodes once enough damage is received]].
32** FlamingSword: Sear.
33** WreathedInFlames: Flame Consumption.
34*** [[TechnicolorFire It's also blue]].
35* TheRedMage: Accursed's abilities can all be used to harm his enemies or to aid his allies, often both at once.
36* SpikesOfVillainy
37* StatusBuffDispel: When cast, ''Fire Shield'' removes most negative buffs from the target, while ''Flame Consumption'' does the same for Accursed himself. Notably, this includes a number of debuffs that cannot otherwise be dispelled, such as most stuns.
38* StoneWall: Despite being a support hero, Accursed can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation is something only Accursed can boast. However, ''Cauterize'' and ''Fire Shield'' do not deal much damage, and his steroids, ''Sear'', only gives a flat 40 bonus to attack speed, so Accursed has trouble dishing out damage to the degree a (semi-)carry can.
39
40!!Amun-Ra
41
42--> '''Hellbourne Strength'''
43----
44* AutoRevive: [[IncendiaryExponent Pyroclasmic]] Rebirth.
45* CastFromHitPoints
46* MonochromaticEyes[=/=]ElementalEyeColors: Yellow with orange-to-red edges.
47* PlayingWithFire
48** SelfImmolation: Ignite.
49*** [[MadeOfExplodium ...Then you explode, damaging nearby enemies]].
50** KillItWithFire: And meteors.
51
52!!Apex
53
54--> '''Hellbourne Strength'''
55----
56* HealThyself: ''The Burning Ember'' performs a channel that heals Apex over time.
57
58!!Armadon
59
60--> '''Legion Strength'''
61----
62* AchillesHeel: Unlike other Strength-based carries, Armadon is particularly vulnerable to silences, since he needs to constantly cast spells in order to proc ''Restless'' and ramp up ''Spine Burst'' counters on nearby enemies.
63* BadassBack: ''Armordillo'' lets him take less damage from behind while still being able to retaliate with ''Spine Burst'', both triggered by the passive and triggered manually. It's not uncommon to see Armadon farming stacked [[EliteMooks Ancients]] by walking up to them, turning his back, and spamming ''Spine Burst'' until everything is dead.
64* TheBerserker: His playstyle revolves around charging straight into the enemy team, spamming ''Snot Storm'' and ''Spine Burst'' everywhere to rack up ''Restless'', and shrugging off everything the enemy throws at him with ''Armordillo''.
65* CombatPragmatist: He uses his ''snot'' as a weapon, which certainly qualifies.
66* CounterAttack: If taking damage from the rear, his passive ''Armordillo'' will automatically release a ''Spine Burst''.
67* DeathOfAThousandCuts: ''Spine Burst'' is very weak, but has low cooldown and increases in power with each subsequent hit.
68* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Bristleback.
69* GlacierWaif: Despite being a tanky Strength hero, Armadon has the alt avatar Arma Donna, a little girl who cosplays as him.
70* LightningBruiser: Armadon with maximum stacks of level 3 ''Restless'' active will have +35% movement speed and +210 attack damage, while ''Armordillo'' reduces all of his damage taken from the rear by 40%, making him virtually invulnerable unless taking damage from the front (which isn't helped by the fastest turn rate in the game, making the passive easily abusable by a good Armadon player). Good luck.
71* MagicKnight: Armadon has the highest Intelligence growth amongst non-Intelligence heroes; he also has two cheap, spammable spells and an ultimate which synergises very well with them.
72* NasalWeapon: ''Snot Storm'', which launches a ball of snot at a target.
73* NaturalWeapon: His quills and snot.
74* SpamAttack: Both ''Snot Storm'' and ''Spine Burst'' are very spammable with their very short cooldown and low mana cost, synergising well with ''Restless'', which increases Armadon's damage and movement speed every time he casts a spell.
75* SpikeShooter: He is able to shoot the quills from his back.
76
77!!Balphagore
78
79--> '''Hellbourne Strength'''
80
81!!Behemoth
82
83--> '''Legion Strength'''
84----
85* BarrierWarrior: ''Fissure'' can not only stun but also temporarily create an impassible crevasse. Knowing how to use it to trap enemies (as well as ''not'' trapping your own teammates) is vital to mastering Behemoth.
86* BlackMage: Although he's a Strength hero and has good durability, his base auto-attacks are fairly weak and he relies heavily on his spells to support his team.
87* ChargedAttack: ''Enrage'' gives him a massive damage boost for one attack, and with ''Heavyweight'' can damage and stun every enemy in a small radius. [[CriticalHit It's one of the few damage amplifiers that stack with critical hits.]]
88* ConservationOfNinjutsu: Invoked on the enemy by ''Shockwave''. Against a lone hero it's pretty much an instant stun with hideously long cooldown; against a full team with creeps and summons thrown in, a TotalPartyKill.
89* DifficultButAwesome: Behemoth's bread and butter skill, ''Fissure''. Bad Behemoth players are prone to use this skill to block teammates, isolating them from the team and netting the enemies an easy kill or leave enemy heroes on the wrong side of the crevasse, allowing them to escape with an easy walk. However, good ''Fissure'' usage can provide great utility, able to block a lane in a gank, stop chasing/escaping enemies, snipe enemy heroes with its extreme range, isolate them from their teammates or otherwise trap them in unpleasant positions.
90* DynamicEntry: When he uses ''Enraged Leap'', Behemoth can jump to any spot inside a 900 [=AoE=] around him, giving him a built-in blink on a 8 second cooldown.
91* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Earthshaker.
92* GlassCannon: Despite being a Strength hero, Behemoth is relatively fragile due to his low armor, mediocre Strength and his item build which consists of no durability items whatsoever, instead focusing on supporting and positioning to maximise the disruption from ''Fissure'' and the massive damage potential from ''Shockwave''. Proper usage of his abilities can cause the most burst damage in a few moments any hero is capable of in the entire game.
93* HerdHittingAttack: ''Shockwave'' deals bonus damage per every enemy unit within range without an upper limit, so hitting a lot of enemies is a requirement for it.
94* InASingleBound: ''Enraged Leap'' allows him to pull off some truly impressive leaps.
95* InvoluntaryGroupSplit: ''Fissure'' can block off enemies from their allies, leaving them at the mercy of your team. Of course, it's also easy to rush this and cause more harm than good - you can easily block off your team mates, save enemy heroes or condemn your own.
96* MrFanservice: Anhur, one of Behemoth's Alt Avatars, goes around shirtless and boasts a ripped body with six-pack abs.
97* ShockwaveStomp: With ''Heavyweight'', each of his abilities triggers an extra shockwave that stun enemies around him.
98* SpamAttack: ''Enrage'' is a cheap spell used mostly to trigger ''Heavyweight'', since by itself, all it does is increase your attack damage for one attack, on a hero that is rarely built as a right-click attacker.
99* YouShallNotPass: You can invoke this trope with his ''Fissure''.
100
101!!Berzerker
102
103--> '''Legion Strength'''
104
105!!Bramble
106
107--> '''Legion Strength'''
108----
109* {{Expy}}: Basically [[Film/LittleShopOfHorrors Audrey II]] in the setting of Newerth.
110
111!!Cthulhuphant
112
113--> '''Hellbourne Strength'''
114----
115* DeflectorShields: His Hook 'em ability creates a shield that protects him after killing an enemy creep.
116* {{Expy}}: Of [[Franchise/CthulhuMythos Cthulhu]].
117* FoeTossingCharge: His Trample ability knocks back enemies as he charges forward, and units knock backed deal damage to other units they hit.
118* OfficialFanSubmittedContent: His design was chosen from an art contest from Webcomic/CtrlAltDel.
119
120!!Deadwood
121
122--> '''Hellbourne Strength'''
123
124!!Devourer
125
126--> '''Hellbourne Strength'''
127----
128* BetterToDieThanBeKilled: Devourer can use ''Decay'''s self-damage to kill himself, preventing the enemy team from getting gold and experience from his death.
129* CastFromHitPoints: ''Decay'' damages Devourer himself as well.
130* {{Cthulhumanoid}}: Keelhaul Devourer has a face full of tentacles.
131* DifficultButAwesome: To make good use of Devourer, one must master ''Guttling Hook'', which newbies are liable to miss or snag on creeps instead. An experienced player, though, can catch his victim through gaps in creep waves or even the FogOfWar, dragging them into traps and thus being a valuable supporter.
132* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Pudge
133* GlassCannon: Despite his very high Strength (and appropriately huge raw HP), he is not very durable until late-game: he has almost no base armor, and ''Decay'' does a lot of damage to him while it's activated. This can be offset with enough kills/assists to get ''Cadaver Armor'' stacks, and smart item pickups; good choices include Behemoth's Heart or Ultor's Heavy Plate, both being efficient and having high synergy with his skills.
134* LeadTheTarget: On top of ''Guttling Hook'' itself being this, good Devourer play requires adapting to his slow attack animation in order to get enough last-hits to buy what he needs. In general, playing Devourer well requires thinking ahead and in multiple directions in order to outsmart your opponents and overcome Devourer's limitations.
135* LifeDrain: ''Devour'' heals Devourer for any damage done.
136* MagicKnight: Though Devourer is a Strength hero, he has little use for his right-click attacks, but instead relies on the massive damage of ''Guttling Hook'', ''Decay'', and ''Devour'' to gank.
137* PoisonousPerson: ''Decay'' releases a toxic, choking gas emanating from Devourer's putrid mass.
138* ProjectileSpell: ''Guttling Hook'' will snag and drag the first unit it touches.
139* SkillGateCharacters: Warding utterly destroys Devourer's attempts to gank. However, skilled Devourer players will adapt and throw more difficult hooks, leading to supports needing to adapt warding positions as well. This leads to an interesting level of progression from the newest players all the way to professionals, where Devourer players have to try to outthink their opponents, or be rendered dead weight.
140* SurprisinglySuddenDeath: His modus operandi is to pull a single enemy into the FogOfWar away from friendlies, then disable and kill them in a matter of seconds.
141* YouWillNotEvadeMe: ''Guttling Hook'' is based on ''Meat Hook'', the grand-daddy of all the other similar skills in other {{MOBA}}s, pulling enemies back to you from a long range.
142
143!!Drunken Master
144
145--> '''Legion Strength'''
146
147!!Electrician
148
149--> '''Hellbourne Strength'''
150
151!!Flux
152
153--> '''Legion Strength'''
154
155!!Gauntlet
156
157--> '''Hellbourne Strength'''
158
159!!Hammerstorm
160
161--> '''Legion Strength'''
162----
163* ArmorPiercingAttack: Cleave damage is not actually reduced by armor, nor is it evadable. While most cleaves are too weak for this to have much practical effect, ''Mighty Swing'' deals half of Hammerstorm's damage, enough that often his cleave is more damaging than the main attack.
164* AwesomeEgo: {{Invoked}} in his tool tips and texts, which boasts on how awesome he is, and heck, his tooltip in Galvanize begins with: "Everyone is a loser when compared to Hammerstorm."
165* BoisterousBruiser: Hammerstorm remains a jolly dude in spite his 'stoicness'
166* DynamicEntry: Using Staff of the Master, Hammerstorm can throw his hammer to the ground and make it stay to that ground, it enables him to teleport right to the hammer's location by jumping right onto it.
167* {{Expy}}: Of ''VideoGame/DefenseOfTheAncients''' Sven. Hammerstorm's skill set is basically Sven's with different names ([=AoE=] stun, Cleave, Speed/Armor Boost, Strength Boost)
168* GlacierWaif: Locksmasher is a little girl wielding a hammer nearly as big as she is, and sharing Hammerstorm's MightyGlacier moveset.
169* HerdHittingAttack: ''Mighty Swing'' is the single most powerful cleave in the game (barring the cooldown-limited ''Flagellation''), in both area of effect and percentage damage. And to note, once Hammerstorm learns this skill, it becomes his basic attack without any cooldowns whatsoever (like getting a free Runed Cleaver).
170* HourOfPower: ''Brute Strength'' lasts for a limited duration after being activated, and can triple his base damage (also increasing his Strength), making him a prime candidate to build damage items on, along with some cheap attack speed items like Elder Parasite. Without ''Brute Strength'', his damage output is mediocre at best. Teamfighting with Hammerstorm essentially follows a simple formula: Blink onto the enemy, ''Hammer Throw'' as many as possible, pop the rest of his abilities along with Elder Parasite, and try to murder everyone within the next three seconds.
171* HumongousHeadedHammer: Two of his Alt Avatars, Hammer Lord and Lion of the Gods Hercules, carry a two-handed sledgehammer the size of their own torso.
172* InterfaceScrew: It's not exactly 'screwing', but if he activated ''Brute Strength'', everytime Hammerstorm hits something, the screen minorly shakes.
173* LargeHam: He's not so much this (though carries some boisterousness), but his Hercules Alt Avatar... okay, it turns him into the mythological Hercules, but ''man'' does he ramp up the sound volume and shouting. '''FEEEEEL MY CLUBBB!!''' or '''LEGENDARY STRENGTH!!!'''. Yeah, may want to tone down the volume this way.
174* MoneyMultiplier: ''Mighty Swing'' lets him clear most camps simply by killing the largest creep, rapidly gaining gold and experience at a time where other carries are still farming for items to help them farm faster. Later levels make clearing out stacked ancients a trivial task. ''Galvanize'' helps as well by increasing his movement speed so he can walk from camp to camp to clear them faster.
175* {{Stripperiffic}}: Helga Hammerstorm's outfit (a leather bikini, short skirt, boots, gloves and helmet) shows a lot of skin for a melee Strength hero.
176* SuperStrength: Ahem, Brute Strength.
177
178!!Jeraziah
179
180--> '''Legion Strength'''
181----
182* AntiMagic: ''Protective Charm'' grants Magic Immunity to a unit.
183* BarrierWarrior: Jeraziah's second skill, ''Protective Charm'', gives the target Magic Immunity.
184* CelibateHero: Because of trying to avoid the Third Corruption, Jeraziah swore to never involve himself in seduction and romance. This... unfortunately backfired when Calamity ended up turning to TheDarkSide and opposing him because of his refusal.
185* CombatMedic: Jeraziah can heal his allies with ''Inner Light'' and boost their health regeneration with ''Sol's Blessing''.
186* DifficultButAwesome
187** Proper use of ''Inner Light'' relies on timing it so that your target is right next to the enemy, however, using it properly shifts the balance of HP by ''double'' what it states, as it both heals the ally and damages the enemy by that much. This can literally single-handedly cause a gank to backfire, allow good players surprising lane control and pull a first blood when combined with a good ganking hero.
188** In general, Jeraziah can be hard to cast spells with in split-second situations, since he has a notably long cast animation (0.4 seconds between giving him the order to cast a spell and the spell taking effect, whereas the vast majority of other heroes have cast points of 0.3 seconds or shorter). As such, good Jeraziah players have to have good predictive sense, and plan their moves out a bit ahead of time.
189* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Omniknight, although Jeraziah has one unique skill that allows him to be a semi-carry while supporting as opposed to Omniknight being pure support.
190* TheHero: Jeraziah was once the protagonist in a series of games featuring the realm Newerth, before VideoGame/HeroesOfNewerth came to fruition.
191* HolyHandGrenade: ''Inner Light'' deals damage and simultaneously heals an ally.
192* LightEmUp: His skill ''Inner Light''.
193* MagicKnight: While he is a Strength melee fighter instead of an Intelligence caster, Jeraziah relies greatly on his spells in order to make an impact in teamfights.
194* NighInvulnerability: ''Sol's Blessing'' makes all allies within a certain radius of him immune to physical damage. Combined with Magic Immunity (such as from a Shrunken Head).
195* NoSell: Spells and items skills don't work against an ally or himself with his second skill casted upon.
196* ThePaladin: Knight-like Armor? Check. Sword and Shield combat? Check. Virtuous man associated with light? Check. Light and Healing magic? Check.
197* SevenDeadlySins: TheDarkSide of his character, aligned to the sin of {{Pride}}, ''Pride Jeraziah''.
198* RoyalsWhoActuallyDoSomething
199* TheChosenOne
200
201!!Keeper of the Forest
202
203--> '''Legion Strength'''
204----
205* CombatMedic: ''Nature's Guidance'' heals its target over time. It's also one of the few abilities that can heal buildings.
206* {{Expy}}: Of Defense of The Ancients' Treant Protector, as the name rather obviously implies.
207* {{Invisibility}}: ''Nature's Guidance'' turns the target invisible when near trees.
208* LightningBruiser: As long as he is near forest areas. Or his animated trees.
209* PlantPerson
210* TheRedMage: Keeper of the Forest's ability set balances offense (with ''Overgrowth'' and ''Leech Seed'') and protection (with ''Nature's Guidance'').
211* WhenTreesAttack: Keeper himself, and when he summons fighting trees out of forests.
212
213!!Kraken
214
215--> '''Hellbourne Strength'''
216----
217* MakingASplash: Kraken's ''Torrent'' and aptly named ''Splash''.
218* RammingAlwaysWorks: His ''Tsunami Charge''. It will stun the hero that he has rammed if they bump into an obstacle (such as a cliff or forest).
219* ReluctantWarrior: Cancer, one of Kraken's Alt Avatars, would like nothing more than to relax in her seaside retreat and tend to her beloved crablings, before the Zodiacs were drawn into the war between the Legion and Hellbourne.
220* SplashDamage: At his third skill on cooldown, he performs a bash on the next attack, dealing this in the area.
221* StoneWall: With his Kraken Shell, and the built set of items that he is supposed to make.
222
223!!Legionnaire
224
225--> '''Legion Strength'''
226----
227%%* BadassNormal
228* ChainLethalityEnabler: ''Decapitate'' only goes on cooldown if it fails to finish off its target (or if Legionnaire uses it on a non-hero unit, including couriers). Otherwise, if there are multiple low-HP enemies grouped together, Legionnaire can chain ''Decapitate'' to score multi-kills.
229* ChainmailBikini: His plate armor leaves his belly uncovered for some reason.
230* CounterAttack: ''Whirling Blade'' has a chance to trigger when Legionnaire is attacked.
231* CoupDeGrace: ''Decapitate'' deals moderate damage, but will instantly kill any hero below a certain HP threshold. No exceptions.
232* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Axe.
233* FinishingMove: ''Decapitate'' kills off the enemy hero automatically if it meets the required HP of the enemy targeted.
234* KillSteal: ''Decapitate'' is guaranteed to award the kill to Legionnaire and resets its cooldown if it successfully kills an enemy hero, allowing him to promptly chop off the heads of three or more heroes in a teamfight.
235* NavelDeepNeckline: Boudica's armor opens at the front to show the tattoos on her cleavage and belly.
236* NoSavingThrow: If you get hit by ''Decapitate'' while under the health threshold (and it's not blocked outright by Null Stone), ''nothing'' will save you from death.
237* OffWithHisHead: One of his responses as you issue any commands excluding attack. More like:
238-->'''Legionnaire:''' Off with their heads!
239* PowerNullifier: ''Taunt'' is this in effect, as the targets can do nothing but attack Legionnaire for its duration (which, given the existence of ''Whirling Blade'' and heroes that are not Legionnaire, is something that you ''never'' want to be forced into).
240* PracticalTaunt: ''Taunt'' forces enemies to attack him for a few seconds and leave his allies alone. To offset the damage he takes on himself, he also gains a substantial increase in armor.
241
242!!Lodestone
243
244--> '''Hellbourne Strength'''
245----
246* CastFromHitPoints: ''Headsmash'' deals damage to both Lodestone, his target and nearby enemies.
247* StoneWall: He literally has this floating around him when he casts his ultimate ''Shatterstorm''.
248* ThisIsADrill: His weapon of choice.
249* UseYourHead: When he uses ''[[ExactlyWhatItSaysOnTheTin Headsmash]]''
250
251!!Lord Salforis
252
253--> '''Hellbourne Strength'''
254
255!!Magebane
256
257--> '''Legion Strength'''
258----
259* AntiMagic: ''Master of the Mantra'' increases Magebane's magic armor.
260* ArmoredButFrail: With ''Master of the Mantra'' and Agility from levels and items, Magebane becomes hugely resistant to both physical and magical damage when he gets farmed. However, his durability is kept in check by his depressingly bad Strength.
261* CrutchCharacter: Despite being a Hard Carry, Magebane is more defined by his ability to safely and quickly farm up than anything else, and will fall off in comparison to harder scaling carries with slower or less safe early games.
262* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Anti-Mage
263* FinishingMove: ''Mana Rift'' is best used to finish off a fleeing enemy, as it has bigger range than Magebane's right-click attacks and deals damage based on missing mana, so it's most effective if the target has expended their mana or has had theirs burnt by ''Mana Combustion''.
264* FlashStep: Can blink using ''Flash of Anti-Magic''.
265* FragileSpeedster: Magebane has extremely pitiful Strength gain, so in the early levels he's quite easy to kill, having only his ''Flash of Anti-Magic'' and ''Mana Combustion'' to remain mobile while dealing damage.
266* GlassCannon: A notable [[SubvertedTrope subversion]]. On paper, he looks like your typical squishy DPS hero, with high innate agility and low base attack time giving him high attack damage output alongside pitiful Strength and a list of preferred items that don't boost survivability. In practice, he doesn't really ''need'' much survivability; his primary attribute, Agility, means a farmed Magebane will be stacked with armor, while ''Master of the Mantra'' gives him all the magic armor he needs and then some, meaning he won't be going down quickly unless the enemy has a lot of Pure damage. And even then, his ''Flash of Anti-Magic'' means that you also need disables or help from teammates to cut off his escape routes.
267* ItemCaddy: Magebane's main strength compared to other hard carries is his ability to flash-farm and split-push very quickly: with the cleave and mana regeneration from Runed Cleaver, he could spam ''Flash of Anti-Magic'' to jump from jungle camp to jungle camp and farm endlessly, while his low BAT and high Agility means that his Geometer's Bane illusions will easily melt targets. It's not uncommon to see Magebane already six-slotted while the enemy carries are still busy farming their luxuries. The downside to this is that he has a 15-20 minute window where you NEED to win before he gets outcarried, as ''Mana Combustion'' doesn't scale very well into the ultra lategame and he becomes susceptible to the high physical damage of opposing farmed carries.
268* LightningBruiser: With enough points in ''Master of the Mantra'' and armor via his agility gain, he becomes extremely hard to kill since he can shrug off magic nukes and most of the physical damage that's thrown his way. Not to mention being able to use ''Flash of Anti-Magic'' to dodge attacks and Geometer's Bane to force the enemy team to spread out their damage.
269* MageKiller: ExactlyWhatItSaysOnTheTin, Magebane is particularly effective against Intelligence casters since he takes less damage from their nukes and can burn their mana.
270* MagikarpPower: The archetypal "hard carry"; he's fairly useless early on in the game, but as soon as he finishes farming his core items (usually a Runed Cleaver and Geometer's Bane) he becomes nearly unstoppable with the right team behind him.
271* ManaBurn: He does this on normal attacks. His ultimate, ''Mana Rift'', deals damage based on how much mana his target is missing, which synergizes with ''Mana Combustion''.
272* TeleportSpam: ''Flash of Anti-Magic'' is spammed to jump from jungle camp to jungle camp and farm after Magebane gets his Runed Cleaver.
273
274!!Magmus
275
276--> '''Hellbourne Strength'''
277----
278* BlackMage: His base damage and attack speed are both mediocre, but he makes up for it with his massive spell damage; ''Eruption'' alone can melt an entire team if they're not prepared.
279* BlueAndOrangeMorality: As the physical manifestation of a sentient desert, he as a negative view towards greenery and vegetation.
280* ChargedAttack: ''Eruption'' needs to channel for 2 seconds before activating. Skilled Magmus players usually activate this ''before'' using Portal Key to enter teamfights.
281* DeathOfAThousandCuts: Each ''Eruption'' pulse doesn't hit that hard actually, it just hits ''twice a second'' for 4-6 seconds. ''Steam Bath'' is an even better example, doing 90 damage every hit, twice a second for an utterly ridiculous duration, it only takes 3 seconds for it to do the same damage as the average nuke.
282* DifficultButAwesome: Setting up a proper ''Eruption'' is ''very'' hard to pull off, but doing so properly does damage comparable to ''Silver Bullet'' or ''Blazing Strike'' but ''to everyone in range''.
283* DynamicEntry: The first sign of Magmus' presence in a teamfight is often a ''Lava Surge'' or blink in after channeling ''Eruption'' away from the action.
284* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Sand King
285* HitboxDissonance: If Magmus gets forcibly moved during ''Steam Bath'' without interrupting the ability (by something like Tablet of Command, for instance), the damage area follows him but the visual effect remains in place. HilarityEnsues if the enemy doesn't notice that the ''Steam Bath'' isn't doing any damage, as it can lead to them wasting a bunch of spells on absolutely nothing.
286%%* MagmaMan
287* OrganicBra: Magmus's Alt Avatar Fireheart has igneous rocks covering her breasts, crotch and buttcrack.
288%%* PlayingWithFire
289* PopGoesTheHuman: When a unit affected by ''Lava Touch'' dies, it violently explodes.
290* SmokeShield: When he uses ''Steam Bath''. It makes him [[{{Invisibility}} invisible]] and deals damage per second to enemies inside it.
291* SplashDamage: ''Lava Touch'' enables Magmus to deal an explosive damage in an area when he successfully kills an enemy.
292* {{Stripperiffic}}: Her completely covered arms and legs aside, Fireheart only covers very little else.
293* SquishyWizard: Despite being a Strength hero, his low base Strength leaves him very fragile when compared to other Strength heroes, and even various Intelligence and Agility heroes have higher HP than him, at least until he could build a few items to tank up.
294* WeaksauceWeakness: Magmus has a rather long list of vulnerabilities to rather mundane items or abilities, especially when it comes to ''Steam Bath'', including Ward of Revelation, Dust of Revelation, and any AreaOfEffect stun (mini- or otherwise) or knockback (both of which also [[PowerNullifier interrupt]] ''Eruption'' if he's hit mid-channel). ''Steam Bath'''s rather obvious area of effect certainly doesn't happen matters.
295
296!!Maliken
297
298--> '''Hellbourne Strength'''
299----
300* {{BFS}}: His ''Sword of the Damned''.
301* DemonicPossession: What his Ultimate does.
302* DesperationAttack: ''Hellbourne Zeal'' adds attack speed to Maliken the more he loses health.
303* HorsemenOfTheApocalypse: The ''Horseman of Conquest'', as one of his alternative avatars.
304* OneWingedAngel: His ultimate ability, Metamorphosis, [[TransformationOfThePossessed transforms him into large, horned, winged demon]].
305* SuperMode: When he uses his ultimate, which makes him become a {{One Winged Angel}} and his attacks become ranged, and deals SplashDamage in the area.
306* ThrowingYourSwordAlwaysWorks: Helped by the fact that his sword always returns to him and that he can teleport to wherever it happens to be.
307* TransformationOfThePossessed
308
309!!Midas
310
311--> '''Legion Strength'''
312----
313* DifficultButAwesome: All of his activated skills are skillshots, and his ult does nothing but power them up and reward you for hitting them all with a massive stun.
314* ExtraOreDinary: Once he gets his Ultimate ''Transmute'', whenever each of his enemies has touched two of his other three skills, it freez--er, turns into gold.
315* FlashStep: A Gold-using blinking version.
316* [[GemstoneAssault Liquid/Energy Gold Assault]]
317* HealingShiv: You're an ally of Midas. Then... oh no, the Golden Horde of ''Lion's Pride'' is crashing at you! Wait, you healed as they passed through?
318** Even better the lions become stronger for every ally they heal.
319* TheAtoner
320
321!!Moraxus
322
323--> '''Hellbourne Strength'''
324----
325* BarrierWarrior: There's his ''Arcane Shield'' and then his Ultimate ''Matraxe'', which absorbs all incoming damage for as long as it has health.
326** And then the player builds a ''Barrier Idol'' item for him...
327* ChainsawGood: His alternative avatar ''Chainsaw Moraxus''.
328* LuckilyMyShieldWillProtectMe: The aforementioned ''Arcane Shield'' blocks enemy skill/skill projectiles and even makes him faster after he successfully blocks one.
329* ShockwaveStomp: When he uses his ''Quake'', which stuns and damages enemies in area.
330* StoneWall: Building as this for him is the recommended way of playing as him.
331* [[ThrowingYourSwordAlwaysWorks Throwing Your Axe Always Works]]
332
333!!Pandamonium
334
335--> '''Legion Strength'''
336----
337
338* BadassNormal: Participates in the battle against Hellbourne with only his physical prowess.
339* InASingleBound: He can cover some distance with his *Cannonball*.
340
341!!Pebbles
342
343--> '''Legion Strength'''
344----
345* AlphaStrike: Pebbles in a fight boils down to jumping onto the enemy, firing off ''Stalagmites'' and ''Chuck'', and hitting them. His glacial attack speed backed by a low Agility means that he'll have a hard time doing much else after that, but his damage output means he might not need to.
346* AntiStructure: ''Chuck'' is one of only a handful of spells in the game that damages buildings.
347* BiggerIsBetter: Leveling up his Ultimate skill passively increases his size, becoming the biggest hero in the game.
348* CantCatchUp: As formidable as Pebbles is, his low Agility ultimately limits his carry potential. Most carries can often match him blow-for-blow once farmed, at which point Pebbles's abysmal attack speed puts him at a severe disadvantage.
349%%* DishingOutDirt
350* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Tiny. Or, at least, pre-7.07 Tiny.
351* FastballSpecial: ''Chuck'' can be used this way to hurl allies into the midst of enemies for teamfight initiation.
352* GrievousHarmWithABody: When used against an enemy, ''Chuck'' inflicts damage to the tossed unit, and does [=AoE=] damage if targeted on an enemy. If combined with ''Stalagmites'', it inflicts double ''Stalagmites''' damage, making Pebbles capable of [[OneHitKill one-shotting]] most squishy heroes in the game.
353* HerdHittingAttack: Pebbles's ''Stalagmites'' + ''Chuck'' combo makes standing close a very bad idea.
354* TheJuggernaut: The fact that he's a Strength hero combined with ''Slab Skin'' granting him a crapton of armor makes bringing Pebbles down rather difficult, while ''Enlarge'' also gives him tremendous attack damage and his other abilities let him tear apart groups of enemies with ease.
355* MagicKnight: Early on, much of Pebbles's damage output comes from his spells. Later on, though, ''Enlarge'' allows him to augment that spell damage with very powerful attacks.
356* MightyGlacier: High Strength, high spell damage, absurd right-click damage, but extremely low Agility, can't really move quickly, and slow-as-molasses attack speed which gets even slower the more points Pebbles puts into ''Enlarge''.
357* PintSizedPowerhouse: Initially, he is this... [[BiggerIsBetter until he levels up his ultimate and grows]].
358* SurprisinglySuddenDeath: Casting ''Chuck'' on a hero while they're being hit by ''Stalagmites'' causes them to take nearly triple damage from ''Stalagmites'', allowing Pebbles to annihilate lone enemy heroes ''very'' quickly. Throw in a [[DynamicEntry Portal Key]], and pain tends to ensue.
359%%* GrievousHarmWithABody: The ''Chuck'' skill. Exaggerated with his ''Group Chuck'', which said skill is only activated when you build a Staff of the Master for him.
360
361!!Pestilence
362
363--> '''Hellbourne Strength'''
364----
365* AntiEscapeMechanism: Every single one of his abilities is designed to make running from him a pointless endeavor.
366** ''Flight'' gives him a large movement speed boost and lasts far longer than other boosts.
367** ''Impale'' is an [=AoE=] stun with a small slow attached to the end, letting him stop enemies in their tracks.
368** ''Gore'' lets him extend stuns from ''Impale'' if he has enough attack speed to proc it before the first stun ends. With sufficient attack speed, he can even leave an enemy permanently stunned unless they're saved by an ally.
369** ''Swarm'' reveals targets and applies True Sight on them, meaning that the ''only'' way to run away from him is by blinking or purging the debuff and hoping that you're out of range for him to simply cast it on you again. Of course, he's usually got his own Portal Key so even that may not work.
370* ArmorPiercingAttack: ''Swarm'' reduces armour. It also makes its target visible to Slardar.
371* CloseRangeCombatant: Pestilence absolutely has nothing to deal damage from afar. ''Swarm'' is the only one that can target from afar, but he still has to get close first. While this can mean that ranged units can harrass him only in the laning phase, if Pestilence ever gets close enough to them, then they're in for a pain. And outside laning phase... well, he is also loaded with AntiEscapeMechanism to make sure he sticks close to his victim.
372* DamageIncreasingDebuff: ''Swarm'' decreases armor and gives Pestilence true sight of whoever he's targeted.
373* EvilChancellor: Once a chancellor to Moon Queen before joining the Hellbourne for power.
374* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Slardar
375* HorsemenOfTheApocalypse: The aptly assigned ''Horsmeman of Pestilence'' as one of his alternate avatars.
376* LightningBruiser: Pestilence can move extremely fast with ''Flight'', and his other skills make him one of the most powerful 1v1 heroes in the game. Fittingly, he also has one of the highest Agility growths for a strength hero, letting him capitalize on his bash.
377* MagicallyIneptFighter: He does purely physical damage, including the added damage of ''Gore'' and ''Impale'', all the better to take advantage of ''Swarm''.
378* RandomNumberGod: ''Gore'' has a random chance to bash on each attack: with luck, you could keep an enemy permanently stunned, but there is also a possibility of not landing any bashes and allowing them to get away.
379* SuperSpeed: ''Flight'' grants Pestilence a large boost to his movement speed.
380* [[UseYourHead Use Your Horned Head]]
381
382!!Pharaoh
383
384--> '''Hellbourne Strength'''
385---
386* AntiEscapeMechanism: All of Pharaoh's abilities make him extremely hard to escape from once he has you in his sights:
387** ''Hellfire'', on top of dealing loads of damage over time, will mini-stun the enemy every time it connects, forcing them to stop (and cancelling any channeled abilities). This means that a Pharaoh walking alongside a lone opponent can slow them down drastically, on top of the damage.
388** ''Wall of Mummies'' will lock down anybody within a certain radius of Pharaoh, preventing them from moving outside of an extremely small radius (all while being trapped right next to him).
389** ''Tormented Soul'' has global range, allowing smart players to spot out enemies (including invisible ones with the appropriate talent), or even kill weakened opponents with good aim.
390** ''Wrath of the Pharaoh'''s massive cast range allows Pharaoh to instantly latch on to and fly up to opponents that are even remotely near him.
391* BarrierWarrior: ''Wall of Mummies'' forms a barrier of eight mummies around Pharaoh, trapping nearby units and shocking enemies if they approach.
392* DefogOfWar: His third ability, ''Tormented Soul'', on top of having global range and dealing damage, lights up the area where it explodes for several seconds, and reveals terrain as it flies over, making it useful for scouting out areas on the other side of the map.
393* DifficultButAwesome: Despite its global range, ''Tormented Soul'' travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Pharaoh. ''Wrath of the Pharaoh'' also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Pharaoh becomes much deadlier. ''Tormented Soul'' can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply to deny an enemy's potions during early laning), while ''Wrath of the Pharaoh'' can travel across more than a screen to latch enemy heroes who think they're safe, use ''Wall of Mummies'' to lock them in, and activate ''Hellfire'' to deal damage over time.
394* DynamicEntry: Because ''Wrath of the Pharaoh'' has such a massive range (well beyond visual range at all levels), Pharaoh can use it to latch onto enemy heroes who don't even know that he's in the area ("area" being anywhere within two screens).
395* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Clockwerk.
396* LeadTheTarget: ''Tormented Soul'' will allow players to snipe people from across the map once they get a feel for how much damage it does, and how fast it travels.
397* LightningBruiser: On top of having impressive Agility gain, he has above-average movement speed, and ''Wrath of the Pharaoh'' allows him to instantly close the gap between him and his target, making him extremely mobile. Leans more toward StoneWall and eventually FragileSpeedster in the late game, due to both his damage and tankiness falling off sharply at various points.
398* ManaBurn: Enemies that touch the ''Wall of Mummies'' barrier are shocked, losing both health and mana.
399* RandomNumberGod: ''Hellfire'''s greatest weakness is that it hits random targets nearby. This means that while it is extremely powerful against lone opponents, trying to use it in a crowd will spread the damage and mini-stuns out ineffectually.
400* SuicideAttack: Pharaoh is often played as a suicide initiator, using ''Wrath of the Pharaoh'' to fly straight into the enemy team and ''Wall of Mummies'' to disrupt their positioning and let his allies come in. As a result, he is often focused down and killed quickly, especially in the late game, when he becomes much less durable due to a lack of items since he farms extremely slowly.
401* YouShallNotPass: When he activates the ''Wall of Mummies''.
402* YouWillNotEvadeMe: His Ultimate reels himself to the hooked enemy.
403
404!!Predator
405
406--> '''Legion Strength'''
407----
408* BadassNormal: Really gets around the battlefield with only his inborn abilities.
409* InASingleBound: Predator's ''Venomous Leap''.
410* LightningBruiser: Now more emphasized beginning from the update where his Ultimate ''Terror'' becomes passive, because there is no more long-term gap between him being fast when he attacks the "marked" targets.
411* LoudOfWar / [[RoarBeforeBeating Roar Before Beating]]: When he uses his ''Terror'', he roars wildly first before he proceeds to kick ass.
412** Well using the Orb-Walking technique, you can cancel that animation and start to beat down opponents immediately.
413** As of the Runic Shift (patch v3.1.0), Predator's Ultimate ''Terror'' is passive, thus animation is not seen anymore and no one will see this trope applied to Predator anymore.
414* StoneWall / PowerNullifier: Becomes this with his ''Stone Hide''. He has tons of armor and spells cannot work on Predator while he has said skill.
415** With him being a LightningBruiser and a StoneWall at the same time, plus the fact that he is an STR-type, he is arguably the strongest carry in the game in full build.
416
417!!Prisoner 945
418
419--> '''Legion Strength'''
420----
421* EpicFlail: He has a ball and chain for use against his enemies.
422* LargeHam: Whenever he successfully uses his Ultimate ''Prison Break'', he shouts this, and every player who is in the scene can hear it:
423-->'''Prisoner 945: "I AM FREE... AT LAST!!"'''
424%%* MightyGlacier
425%%* VariableLengthChain
426* YouWillNotEvadeMe: When he uses ''The ol' Ball and Chain''. All enemies in line of the ball and chain will be dragged to him.
427
428!!Rally
429
430--> '''Legion Strength'''
431----
432
433!!Rampage
434
435--> '''Legion Strength'''
436----
437
438%%* CarryABigStick: A mace.
439%%* HornAttack: Plus, he bashes his mace with the HornAttack.
440* LeeroyJenkins: HELL YEAH! CHARGE, CHARGE AND '''CHAAAARGE'''!
441%%* LightningBruiser: The defining hero of [=HoN=] for this trope, if you'd count Blitz as a FragileSpeedster.
442%%* RammingAlwaysWorks
443%%* {{Unicorn}}: Has one as ''Unicorn Rampage''.
444* VariableLengthChain: When he drags his opponent around the battlefield with his Ultimate ''The Chains that Bind''.
445
446!!Ravenor
447
448--> '''Hellbourne Strength'''
449
450!!Riptide
451
452--> '''Hellbourne Strength'''
453
454!!Salomon
455
456--> '''Legion Strength'''
457
458!!Solstice
459
460--> '''Legion Strength'''
461----
462* NavelDeepNeckline: Her Trophy Alt Avatar's night form's "armor" has a plunging neckline which dips to her navel.
463* PrimalStance: The King Animus Alt Avatar walks on all fours during the night.
464* {{Stripperiffic}}: Her Spring Break Alt Avatar wears only a sports bra and sash during the night.
465
466!!The Gladiator
467
468--> '''Legion Strength'''
469----
470* AlphaStrike: Because of his extremely limited mana pool, Gladiator players must carefully decide when and where they'll cast their spells, since even a max level Gladiator will easily chew through at least half his mana pool casting only a handful of spells if he hasn't built any mana pool increasing items (as he will likely be building raw damage in order to splash physical damage on the enemy through ''Flagellation''). If the Gladiator decides to cast all three of his spells in a single teamfight (potentially dealing upwards of 900 area-of-effect magical damage on top of the stuns and disables, and before even factoring in ''Flagellation''), he'll spend upwards of 500 mana, rendering him unable to use even a TP Scroll afterward.
471* CriticalHitClass: While the Gladiator has no natural ability to crit, ''Flagellation'' splashes all enemies in front of him with 100% cleave damage (meaning that it ignores armor). This means that smart Gladiator players will abuse this by building, Riftshards to inflict critical hits (and increase the chances of landing a crit if more than one is bought), an Assassin's Shroud to initiate (and to apply the bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs ''Flagellation'' will deal a massive crit damage to all targets in an area, bypassing any armor that they may have and potentially resulting in a TotalPartyKill.
472* DifficultButAwesome:
473** Both ''Pitfall'' and ''Call to Arms'' have extremely long delays, so they're very hard to land. However, a good Gladiator can cast ''Showdown'' and ''Pitfall'' combos to lock down enemies, and even toss ''Call to Arms'' into the mix for a combo that will deal a massive amount of damage to a group of enemies before cleaving them in two with ''Flagellation''.
474** ''Flagellation'' is a powerful area cleave, but is hard to bring off due to it only proccing once every few seconds (meaning that you'll have to refrain from attacking until just the right moment). However, properly used, a smart Gladiator player can use nearby creeps (and even enemy summons in a teamfight) to splash through the enemy's armor and hit the entire enemy team at once. This is lessened with how not many people realize that it's an auto-cast spell that was set on 'on' by default, thus technically they can turn it off when the spell is ready and then fire at will by hitting W on the main target.
475** ''Showdown'' has more utility than preventing enemy Heroes from escaping. When cast on an allied Hero, it provides double the delay that it would for an enemy Hero, allowing them to either temporarily move to another part of the map to push or counter-push, or initiate on the enemy with a guaranteed method of return (provided that the Gladiator can time the return well). This means that a TP scroll can be used to go back to base to quickly heal up and then get back into the fight, an ally can TP to counter-push a tower and then return back to the front lines, or an ally can chase a fleeing enemy and finish them off and then return to safety.
476* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Kunkka, except with Gladiator motifs instead of Naval motifs.
477* HerdHittingAttack: ''Flagellation'' turns his main melee attack into this every once in awhile, giving him a damage buff and letting it cleave for ''full damage'' in a very wide radius. Build Riftshards and see as he murders the entire enemy team in one attack.
478* LeadTheTarget: Both ''Pitfall'' and ''Call to Arms'' have to be manually aimed with fairly long delays.
479* LongRangeFighter: In spite of being a melee Strength hero, the Gladiator is not recommended to directly manfight at close range. His real strength is to barrage his enemy with popping pitfalls or calling his friends to ram an area or manipulating their locations from afar, and only closing in just for one ''Flagellation'' strike, which can hit multiple enemies behind his intended target, it also has a wide range and when properly itemized, it can deal absurd damage against the enemies he just barraged from afar.
480* MagicKnight: The Gladiator has a wide array of powerful magic spells and nukes, but he's also well known for being able to splash absurd amounts of physical damage across the enemy team as well, making him one of the few examples of a Magic Knight who remains strong in both categories throughout a match. His only real limitations are the difficulty of landing his nukes, his relatively low manfight potential and his small mana pool.
481* TeleportInterdiction: ''Showdown'' can be used on enemies who are trying to flee, as they will be brought back to the X after up to 4 seconds no matter how far they've gone.
482* WalkingShirtlessScene: Aside from a big ass pauldron, the Gladiator is completely shirtless.
483
484!!Tundra
485
486--> '''Legion Strength'''
487----
488* ArmorPiercingAttack: ''Avalanche'' can stun its target through magic immunity, and knock back spell immune enemies between him and the primary target (although no damage will be dealt to spell immune units and secondary targets won't be slowed after the push). It's one of the most powerful disables in the game since it can be cast from range and will guarantee stun its target for up to 4 seconds (doubles if you purchase a Restoration Stone, which is a common item for him).
489* TheBeastmaster: While Tundra's own damage output may be mediocre, he can summon Shiver and Coeurls with ''Call of Winter''.
490* DefogOfWar: Shiver is one of the best examples of this. It can fly over cliffs and grants flying vision in a large radius.
491* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Beastmaster
492* {{Familiar}}: Shiver and the Coeurls, summoned by ''Call of Winter''.
493* SomeDexterityRequired: Because he can summon units with ''Call of Winter'', proper Tundra play revolves around being able to micromanage where you place them and how you use them.
494* StoneWall: Tundra is fairly tanky (and can become even more so by building the right items), but his utility-oriented skillset and so-so right-click attack mean that he has trouble dishing out damage to the degree that a true carry can - most of his damage output rather comes from his Coeurls and Whispering Helm minion.
495* SummonMagic: ''Call of Winter'' lets Tundra summon Shiver and Coeurl, with varying increases in effectiveness as he levels the skill up.
496
497!!War Beast
498
499--> '''Hellbourne Strength'''
500---
501* TheBeastmaster: He can summon canine familiars with ''Summon Hellhounds''. ''Primal Rage'' and ''Metamorphosis'' also encourage building summoning items like Whispering Helm on him as well, since they benefit all units under his control.
502* CanineCompanion: His hellhounds.
503* CriticalHitClass: ''Metamorphosis'' gives ''all'' units under War Beast's control the ability to crit, including War Beast himself. Expect to see a lot of red numbers when he's fighting while ''Metamorphosis'' is active.
504* {{Expy}}: Of VideoGame/{{Defense of the Ancients}}' Lycan
505* {{Familiar}}: His summoned wolves.
506* FragileSpeedster: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. They're also extremely fast, but still easily wiped off the map with a few autoattacks.
507* GlassCannon: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. On the other hand, they hit fairly hard and when under the effects of ''Primal Rage'' and ''Battle Cry'' they will do outrageous damage, but still easily wiped off the map with a few autoattacks.
508* {{Invisibility}}: His summoned hellhounds at level 4.
509* LightningBruiser: ''Metamorphosis'' lets him run ''faster than the normal maximum movement speed'' (it's locked on 600), and prevents him from being slowed. It also gives him a free critical hit. Good luck trying to get away from him when he's in wolf form.
510* MagicallyIneptFighter: War Beast's entire damage output comes from his and his summon's raw physical DPS, boosted by ''Battle Cry'' and ''Primal Rage''. He has no form of nuke.
511* SummonMagic: ''Summon Hellhounds''
512* SuperMode: ''Metamorphosis'' temporarily turns War Beast into a Hellhound Lieutenant, increasing his night vision, raising his movement speed to the cap and granting him a critical strike.
513* SuperSpeed: In hellhound form, War Beast's and all of his units' movement speed are raised to 600, making them faster than the normal maximum.
514* VoluntaryShapeshifting: His ultimate, ''Metamorphosis''.

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