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Characters / Dota 2 Neutrals

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This is part of the character sheet for Dota 2. This page contains all Neutral Creeps.

Strength | A -- M | N -- Z
Agility | A -- M | N -- Z
Intelligence | A -- M | N -- Z
Universal | A -- M | N -- Z
Personas | Artifact Heroes
Dota Underlords
Neutrals | NPCs

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    In General 
  • Adaptation Name Change: Most neutral creeps received new names in the transition from the original DotA to Dota 2. It is easier to list those who actually kept their names (Kobold, Ghost, Harpy Scout, Giant Wolf, Alpha Wolf, Mud Golem, Black Drake, Black Dragon, Rock Golem, Roshan). Their aura passive abilities have also been renamed from Command Aura, Devotion Aura and Brilliance Aura to Packleader's Aura, Toughness Aura and Mana Aura.
  • Increasingly Lethal Enemy: Neutral creeps gain health and damage and level up their abilities over time.
  • Money Spider: All non-boss neutral creeps' primary role is to be killed for money, serving as yet another source of income for heroes. The only heroes that actually need to pay attention to individual creeps and their abilities are Chen, Enchantress (who can take control of them), Doom (who can Devour them to gain access to their abilities) and those who build Helm of the Dominator (which allows the owner to take control of one creep, but is itself a fairly niche item).
  • Mook Commander: Many neutral creeps carry an aura.
  • Neutrals, Critters, and Creeps: Neutral creeps, found in the jungles outside the base and lanes, are hostile to all players and mainly serve as a source of income and neutral items for heroes.
  • Player-Exclusive Mechanic: Some neutral creeps will never use their active abilities unless commanded to do so by a player who has taken control of them, making it less troublesome to farm them.
  • Respawning Enemies: Standard neutral creeps respawn at every minute mark if there are no units inside their spawn box, which means that most of the time there'll be one set of creeps within a camp at any given time, but it is possible to block them from spawning by putting a unit (usually yourself or a ward) in the spawn box or stack them by pulling the existing creeps out of the area just before a minute mark. Tormentors respawn 10 minutes after being killled, and Roshan respawns after a random time from 8 to 11 minutes; unlike standard neutrals, this cannot be blocked.

    Small Creeps 

Kobolds

The Kobold Camp is the weakest of the small creep camps. Composed of 3 Kobold, 1 Kobold Soldier, and 1 Kobold Foreman. The Kobold has Prospecting Aura, which increases the passive gold income of nearby allied heroes. The Kobold Soldier has Steal Weapon, which periodically causes it to disarm its attack target after 3 attacks. The Kobold Foreman's ability is Speed Aura, which increases his movement speed and the movement speed of all nearby allies.

The Kobold Foreman can also spawn with 2 Hill Troll Berserkers.


  • Conservation of Ninjutsu: Has the weakest creeps of all camps, to offset their numbers.
  • The Goomba: Of the Small Creep camps.
  • Money Multiplier: The Kobold's Prospecting Aura increases nearby heroes' passive gold income. As such, grabbing one with Helm of the Dominator/Overlord or a creep-controlling ability, or digging one up with the Trusty Shovel, allows you to get some extra gold for yourself or a teammate at the cost of the creep slot being filled by something that's worthless in a direct fight.
  • Super-Speed: The Kobold Foreman's Speed Aura, which provides increased movement by 12%.
  • Video Game Stealing: The Kobold Soldier can steal an enemy's weapon periodically to disarm them; this works even on heroes that don't use weapons.
  • Whip of Dominance: The Kobold Foreman attacks with a whip. Combined with his name and speed-boosting ability, this gives the image of a harsh taskmaster who uses his whip to motivate his subjects to work faster.
  • Zerg Rush: Has the largest amount of creeps per camp.

Hill Trolls

Hill Trolls are composed of 2 Hill Troll Berserkers and a Hill Troll Priest. The Hill Troll Priest has Heal, which replenishes some health, and Heal Amplification Aura, which increases healing provided by nearby allies. The Hill Troll Berserker can periodically apply Break to its attack target, temporarily disabling its passive abilities.
  • Boring, but Practical: Grabbing a Hill Troll Priest means grabbing someone with absolutely no use in actual combat, but when laning, its steady stream of healing is invaluable.
  • The Medic: The Hill Troll Priest has the Heal ability and intersperses its attacks with healing.

Vhoul Assassins

This camp composed of 3 Vhoul Assassins which throws Envenomed Weapon which poisons enemies. The poison reduces the target's health regeneration and, at higher levels, deals damage over time.
  • Anti-Regeneration: Envenomed Weapon reduces enemies' health regeneration by 75%.
  • Overshadowed by Awesome: They're near universally considered the worst neutrals to dominate or convert, as Envenomed Weapon is a very weak skill. They're one of the better camps for pulling though.
  • Poisoned Weapons: Vhoul Assassins have the Envenomed Weapon ability, which poisons enemies.

Ghosts

This camp composed of 2 Fell Spirits and 1 Ghost. The Ghost's ability is Frost Attack, causing its auto-attack to reduce the target's movement speed and attack speed. The Fell Spirit can use Vex to silence a target.

Harpies

The camp composed of 2 Harpy Scouts and a Harpy Stormcrafter. The Harpy Stormcrafter's ability is Chain Lightning, which a bolt which bounces to nearby enemies, losing power per jump. The Harpy Scout can Take Off to gain flying movement, at the cost of reduced movement speed and spending mana over time.
  • Chain Lightning: The Harpy Stormcrafter's Chain Lightning ability jumps from target to target.
  • Flight: The Harpy Scout's Take Off grants it flying movement and vision, allowing it to see and move over terrain and trees.
  • Harping on About Harpies
  • Shock and Awe: The Harpy Stormcrafter's Chain Lightning ability.

    Medium Creeps 

Centaurs

Composed of Centaur Courser and a Centaur Conqueror. The Centaur Conqueror's ability is War Stomp, which deals minor damage and stuns nearby enemies. The Centaur Courser has the ability Cloak Aura, which increases nearby allies' magic resistance and stacks with other instances of itself.

Also appears as a large camp with 2 Centaur Coursers instead of 1.


  • Anti-Magic: The Centaur Courser's Cloak Aura increases nearby allies' magic resistance.
  • Carry a Big Stick: Both Centaurs wield large clubs.
  • Com Mons: Since they can spawn at both medium and large camps, you can expect to see a lot of centaurs when jungling.
  • Our Centaurs Are Different: As the Centaurs' name would attest. They also look radically different from Centaur Warrunner, being much more bestial in appearance.
  • Shockwave Stomp: The Centaur Conqueror's War Stomp ability, which stuns enemies in the AOE.

Wolves

Composed of 2 Giant Wolves and an Alpha Wolf. The Alpha Wolf possesses Critical Strike, which gives its attacks a chance to deal critical hits for bonus damage, and Packleader's Aura, providing bonus damage to all nearby allies. The Giant Wolf possesses the ability Intimidate, which reduces the attack damage of nearby enemies when cast.
  • Boring, but Practical: Grabbing an Alpha Wolf towards the mid and late game isn't particularly flashy, but its Packleader's Aura which provides a 30% bonus damage to the entire team can be extremely helpful in teamfights.
  • Critical Hit: The Alpha Wolf's Critical Strike allows its attacks to crit for twice their normal damage.
  • Obvious Rule Patch: The Giant Wolf formerly had the same Critical Strike ability as the Alpha Wolf, but it was eventually removed and the wolf's damage was increased proportionately in return. This is almost solely for the benefit of Doom, as this no longer causes him to lose abilities gained from Devour when consuming a Giant Wolf (which is a Power Up Letdown since consuming the Alpha Wolf would give him both the crit and the aura; back then, the option to toggle whether Devour would or would not switch the previously devoured creep's abilities with the new one's did not exist yet).
  • Savage Wolves

Satyrs

Composed of 2 Satyr Banishers and 2 Satyr Mindstealers. The Satyr Banisher's ability is Purge which slows and remove buffs from enemies and debuffs from allies. The Satyr Mindstealer's abilities are Mana Burn, which burns away some of the target's mana and deals damage based on the amount of mana burned, and Mana Aura, which improves nearby allies' mana regeneration.
  • Anti-Escape Mechanism: The Satyr Banisher can be surprisingly hard to run away from: its Purge spell slows enemies for 5 seconds while only having a 3-second cooldown, on top of removing buffs that the target could use to try and escape, meaning that picking up a Satyr Banisher can be more useful than it appears.
  • Com Mons: Like the Centaurs, Satyrs appear as both a medium and large camp. This also means that Chen, Enchantress, Doom, and heroes with Helm of the Dominator get reliable access to a spammable slow and dispel.
  • Fauns and Satyrs: In this game, they're depicted as more or less anthropomorphic goats with magical abilities.
  • Mana Burn: The Satyr Mindstealer's ability, appropriately named Mana Burn, removes some of the target's mana and deals damage based on the amount of mana burned.
  • Regenerating Mana: The Satyr Mindstealer's Mana Aura gives bonus mana regeneration to nearby allies.
  • Status-Buff Dispel: Satyr Banishers can use Purge to slow enemies and remove buffs.
  • Weak, but Skilled: The Satyr Banisher is small, squishy, and hits like a wet noodle. And yet, it's one of the more popular choices for Helm of the Dominator (which boosts its health to a decent 1400, alleviating the squishiness) simply because it has the incredibly useful Purge ability.

Ogres

Composed of 2 Ogre Bruisers and an Ogre Frostmage. The Ogre Frostmage's ability is Ice Armor which provides an armor as well as slow anything that attacks the armored unit. The Ogre Bruiser can use Ogre Smash!, a slam with a long wind-up that stuns enemies in front of the Bruiser and deals damage.
  • Boring, but Practical: Ice Armor isn't the most flashy ability, but the increased survivability is useful enough that the Ogre Frostmage is a fairly popular choice for controlling with Helm of the Dominator, especially when attempting to breach the high ground in the enemy's base.
  • Carry a Big Stick: The two Ogre Bruisers wield a club each. The Frostmage wields a Magic Staff, which still counts as this since it uses the staff to hit people over the head anyway.
  • Elemental Armor: Ogre Frostmages can cast Ice Armor, which grants a boost to armor and slows any attacking enemy.
  • Our Ogres Are Hungrier
  • Percent Damage Attack: Ogre Smash! deals bonus damage equal to a percentage of enemies' max health in addition to a fixed amount.

Mud Golems

Composed of 2 Mud Golems, which have 50% Magic Resistance and two abilities: Shard Golems, which causes a Mud Golem, when killed, to split into 2 Shard Golems (3 at level 3+) which has a fraction of the original golem's health and attack and last for 60 seconds; and Hurl Boulder, in which the Mud Golem throws a boulder which briefly stun and deal damage.

  • Anti-Magic: Mud Golems have 50% magic resistance.
  • Asteroids Monster: Their Shard Golems ability split them into 2 (at levels 1 and 2) or 3 (at levels 3 and 4) Shard Golems when killed.
  • Boulder Bludgeon: The Mud Golem and Shard Golem, when controlled by a player, can use Hurl Boulder to throw a rock that stuns an enemy and deals damage.

    Large Camps 

Large Satyrs

The second and more powerful Satyr camp. Composed of 1 Satyr Banisher, 1 Satyr Mindstealer, and 1 Satyr Tormenter. The Satyr Tormenter has two abilities, Shockwave, which create a shockwave that deals damage in its path, and Unholy Aura which increases the health regeneration of all nearby allies.
  • Boring, but Practical: A Satyr Tormenter is perhaps one of the least flashy creeps to use, but its regeneration-boosting Unholy Aura and fairly spammable nuke mean that it does have more overall utility than some other creeps.
  • Fauns and Satyrs: As a remnant of Satyrs' depictions in Warcraft, the fluff text for the Satyr Tormentor's abilities indicate it has connections to demonic powers.
  • Healing Factor: The Satyr Tormenter's Unholy Aura.

Hellbears

Composed of Hellbear and Hellbear Smasher. The Hellbear Smasher's abilities are Thunder Clap, which deals damage in an AOE as well as slow movement speed and attack speed, and Death Throe: Power which boosts nearby allies' attack damage when the Hellbear Smasher is killed. The Hellbear possesses Swiftness Aura, which increases the attack speed of nearby allies, and Death Throe: Rush, which increases nearby allies' attack and movement speeds on death.
  • Ascended Meme:
    • Their original name was Ursa Warriors, but they have a reputation for ruining junglers' farm with their clap and their high stats overall. Hellbear turned into Exactly What It Says on the Tin.
    • Due to the Hellbears being red and yellow, they became known as "Tomato and Potato". Their updated Death Throe abilities give buffs labeled as "Tomato Revenge" and "Potato Revenge".
  • Bears Are Bad News: These bears are definitely one of the more dangerous non-Ancient creep camps.
  • Death-Activated Superpower: The Hellbear's Death Throe: Rush and the Hellbear Smasher's Death Throe: Power boosts nearby allies' attack speed or damage when the Hellbear or Hellbear Smasher is killed.
  • Shockwave Clap: The Hellbear Smasher's Thunder Clap has it clapping its hands together to release a shockwave that slows and damages enemies.

Wildwings

Composed of 2 Wildwings and 1 Wildwing Ripper. The Wildwing Ripper's abilities are Hurricane, which pushes a target unit in any direction it chooses, and Toughness Aura, which increases armor to all allies. The Wildwing has Tornado, a channeled spell that summons a controllable Tornado which slows nearby enemies and inflicts damage over time.
  • Blow You Away: Both Wildwing types have wind powers, with the Wildwing able to summon a tornado and the Wildwing Ripper able to force any unit in a target direction with a gust of wind.
  • Death of a Thousand Cuts: Each individual damage instance from Tornado is insignificant, but given that the Tornado lasts up to 40 seconds, the damage will add up over time.
  • Do Not Touch the Funnel Cloud: The Wildwing's Tornado is not a disable, but does constant damage as long as you are in the tornado.
  • Money Multiplier: Tornado can deal up to 1788.75 damage to enemies that stand close to it for its full duration; while having the Tornado (which only has 125 movement speed) hug enemy heroes or lane creeps for 40 seconds is pretty much impossible, neutral creeps do not react to it and also tend to stand very near each other, so a Wildwing camp can greatly boost the early income of a Chen, Enchantress, or Doom player who can stack a big camp and have a Wildwing (or Doom himself) use Tornado on it.
  • Super-Toughness: The Wildwing Ripper's aptly named Toughness Aura.
  • Tornado Move: The Wildwing's Tornado creates a controllable, slow-moving Tornado that slows and deals damage to all enemies standing next to it. The Wildwing Ripper's Hurricane pushes a unit in the direction of its choice.

Trolls

Composed of 2 Hill Troll and Dark Troll Summoner. The Hill Troll has Ensnare, which throws a net to root an enemy to the ground. The Dark Troll Summoner's ability is Raise Dead, which summons 3 Skeleton Warriors with Rally, an aura which increases nearby allies' attack damage and stacks with other instances of itself.

Warpines

Composed of 2 Warpine Raiders. Each Warpine Raider has Seed Shot, which damages and slows a target before bouncing to other units in range.
  • Bullet Seed: Seed Shot has the Warpine Raider shoot a bouncing seed at an enemy.
  • Pinball Projectile: Seed Shot functions as a stronger version of the Harpy Stormcrafter's Chain Lightning, as it bounces to more units, does not lose damage on each bounce, and greatly slows anything it hits.
  • Plant Person: The Warpines appear to be giant, sapient pinecones.

    Ancient Camps 
  • Adapted Out: In the original DotA there used to be two other ancient creep camps, the Jungle Stalkers and Dragonspawn, but they did not make it into Dota 2, allegedly because their evasion made it annoying to farm them.
  • Contractual Boss Immunity: Ancient creeps are more akin to heroes when it comes to spell interactions, meaning that they're flat out immune to some abilities that affect regular creeps (such as Hand of Midas); a Helm of the Dominator needs to be upgraded to Helm of the Overlord to control them, Doom and Enchantress can only Devour and Enchant them with the appropriate level 20 talent, and Chen needs Aghanim's Shard to take control of them.
  • Elite Mooks: The most powerful regular creeps in the game.

Dragons

Composed of 2 Black Drakes and 1 Black Dragon. The Black Dragon's abilities are Fireball, which ignites an area of the ground, dealing damage over time to all enemies standing in it, Splash Damage, which causes its attacks to deal damage to enemies near the attack target, and Dragonhide Aura, which provides bonus armor to nearby allies and stacks with other instances of itself. The Black Drake has a Magic Amplification Aura that makes nearby enemies more vulnerable to spell damage.
  • Acrophobic Bird: Notably, they did have flying movement and could bypass terrain in the original mod, but in the remake, they lost the ability and are now treated as ground units despite constantly flying.
  • Breath Weapon: They attack and use Fireball by spewing a projectile from their mouths.
  • Damage-Increasing Debuff: The Black Drake's Magic Amplification Aura increases spell damage received by enemy units.
  • Herd-Hitting Attack: The Black Dragon's attacks deal splash damage.
  • Our Dragons Are Different
  • Playing with Fire: The Black Dragon's Fireball, which sets the ground on fire.
  • Super-Toughness: The Black Dragon's Dragonhide Aura, which grants bonus armor in an area around the Dragon, is unique in that it's one of very few auras in the game that stacks with itself, meaning that a stacked camp with multiple Black Dragons actually becomes harder to take down.

Large Golems

The larger Golem camp. Composed of 2 Rock Golems and 1 Granite Golem. The Granite Golem's ability is Granite Aura which increases the maximum health of nearby allies. The Rock Golem has Weakness Aura, which reduces the armor of nearby enemies.
  • Boring, but Practical: With no active abilities, the Granite Golem is easily the least flashy option for heroes that can use Ancients. However, its unique health-boosting aura means it works just as well as the others.
  • Damage-Increasing Debuff: The Rock Golem's Weakness Aura reduces enemy units' armor.
  • Rock Monster: Their bodies are entirely made of rock.
  • Super-Toughness: The Granite Golem's Granite Aura gives this to nearby allies by increasing their max HP.

Thunderhides

This camp composed of 2 Rumblehides and 1 Thunderhide. Ancient Thunderhide's abilities are Slam, which damages nearby enemies and reduces their movement speed, and Frenzy, which increases an ally's attack speed. The Ancient Rumblehide has the ability War Drums Aura, which increases nearby allies' attack speed and accuracy.
  • Attack Speed Buff: The Thunderhide's Frenzy boosts the attack speed of an ally.
  • Glass Cannon: Relatively speaking; the Thunderhide has low health by Ancient standards, but its Frenzy and War Drums Aura give it high damage output, which it can also bestow on an ally if controlled by a player.
  • Shockwave Stomp: The Thunderhide's ability Slam, which deals damage and slows all nearby enemies.

Frostbitten Golems

Composed of 2 Frostbitten Golems and 1 Ice Shaman. The Ice Shaman has Icefire Bomb, which causes a target unit or building to take damage over time. The Frostbitten Golem has Time Warp Aura, which speeds up allies' cooldowns.
  • Anti-Structure: The Ice Shaman's Icefire Bomb is one of the few abilities that can deal damage to buildings.
  • Cooldown Manipulation: The Frostbitten Golem's Time Warp Aura reduces friendly units' cooldowns by 10%.

    Bosses 

  • Contractual Boss Immunity: A lot of abilities flat out don't work against Tormentors and Roshan specifically, such as Hand of Midas, Lifestealer's Feast, Juggernaut's Omnislash and all kinds of forced movement. Additionally, Roshan can't be attacked from outside his lair, takes significantly less damage from illusions, destroys Wards in one hit and Couriers won't provide any vision within his pits, while Tormentors are immune to the instant kill from Culling Blade (which would otherwise cheese them easily due to having only 1 HP).
  • Damage-Sponge Boss: Tormentors' and Roshan's special abilities aren't exactly complex or require special attention to deal with. What they do have, however, are the single highest HP regeneration or HP pool (respectively) in the game, which increase further as the game drags on; as such, fighting Tormentors and Roshan boils down to powering through all that health before the Tormentor can reflect your damage or Roshan can bash you to death (and hoping that the enemy team doesn't intervene), which usually requires multiple heroes to wear them down without them killing someone.
  • Mighty Glacier: Tormentors cannot move at all, while Roshan walks very slowly (not that he even moves that frequently at the first place). Instead, they have respectable damage output as well as more HP than any hero could feasibly achieve (either in the form of regeneration for Tormentors or pool for Roshan), which means that very few heroes can fight them solo and win.
  • Optional Boss: Technically, defeating Tormentors or Roshan isn't compulsory to win the game. It only grants gold, experience and either an Aghanim's Shard or a bunch of unique items that your team can use, which is sufficient to make them essential objectives of the game anyway.
  • Resurrective Immortality: Tormentors and Roshan revive several minutes after being killed, looking no worse for wear.

Tormentor

https://static.tvtropes.org/pmwiki/pub/images/tormentors_dota2.png
A powerful arcane construct housing Aghanim's Shards.

Tormentors spawn at 20:00 in the match at fixed locations near the Radiant and Dire bases, and respawn 10 minutes after being defeated. Each Tormentor has 1 HP and cannot move or attack, but its Unyielding Shield ability gives it a large damage barrier that regenerates over time, and it has the Reflect ability which reflects a large percentage of the damage it takes, distributing it evenly among all heroes nearby, and The Shining, an ability that passively deals damage to nearby enemies that is split evenly between them.

When a Tormentor is defeated, an Aghanim's Shard is rewarded to one of the two members of the team that defeated it with the lowest net worth. If all heroes on that team have Aghanim's Shard, it instead gives a gold and experience bounty to the entire team.
  • Armored But Frail: A Tormentor only has one single hit point beneath its megashield.
  • Attack Reflector: Instead of attacking, Tormentors reflect 70% of damage received evenly among all heroes within 1200 radius.
  • Came Back Strong: Each time you kill a Tormentor, it gains 200 more max barrier, 100 barrier regeneration per second, and a 20% increase to damage reflected.
  • Healing Factor: Each Tormentor's shield starts with 100 HP regeneration, which increases by a further 200 every time it respawns. This must be overcome by any team that seeks to kill one, and ensures that Tormentors will quickly heal back from any failed kill attempts.
  • Mechanically Unusual Fighter: Tormentors don't have a right-click attack or active abilities. Instead, they 'fight' by passively dealing damage to nearby heroes and quickly healing back damage taken, while reflecting it at attackers.
  • Mini-Boss: There are two Tormentors on the map, and compared to Roshan (who is one-of-a-kind), they're generally easier to kill and provide a lesser reward.
  • Palette Swap: The two Tormentors use the same model, except the Tormentor on the Radiant side is colored light blue while the Dire side's Tormentor is red.
  • Stationary Boss: Tormentors cannot move.
  • You Kill It, You Bought It: Killing a Tormentor automatically provides the Aghanim's Shard upgrade to one of the two lowest net worth members of the responsible team who doesn't have Shard yet.

Roshan

https://static.tvtropes.org/pmwiki/pub/images/roshan_full.png

Roshan, sometimes also referred to as Roshan the Immortal, is the most powerful neutral creep in Dota 2. He easily outmatches most heroes in one vs one combat. A team generally waits until later in the game where the damage dealers have better items, or tries to take it on with the entire team.

Unlike other neutral creeps, Roshan alternates between his two pits in the northwest and southeast of the map, residing in the former during the night and the latter during the day. He switches pits when day changes to night and vice versa, using the Twin Gates to teleport across the map.

If Roshan is slain, all heroes on the team that defeated him will gain gold in addition to Roshan's substantial experience bounty. He will also drop the Aegis of the Immortal, which will grant the bearer the ability to resurrect on death once, at which point the Aegis is consumed. If 5 minutes pass after the Aegis is picked up and it has not been used, Roshan will reclaim it, and the Aegis carrier is healed to full health and mana over a short time.note  From his second death onwards, Roshan will also drop Cheese, which can be eaten to restore a significant amount of health and mana, or Roshan's Banner, which can be placed to grant a health and damage buff to any lane creeps that walk by it and lasts 5 minutes. From his third death onwards, Roshan will either drop a Refresher Shard or Aghanim's Blessing. Roshan will then respawn after a random period of time between 8 and 11 minutes after death. Roshan's drops (except the Aegis) are dependent on where he was killed: if slain in the north pit, he drops the Banner and Aghanim's Blessing, and in the south pit he drops Cheese and Refresher Shard.

Roshan possesses the following abilities: Spell Block, which blocks one targeted spell every 15 seconds, Bash, which gives Roshan's attacks a chance to stun enemies and deal bonus damage, Slam, which damages and slows nearby enemies, and Roar of Retribution, which is used if he is attacked by the same team that killed him last time and damages nearby enemies and increases the damage they take. Roshan also has the passive bonus Strength of the Immortal, which grants him heavy magic resistance and phased movement, greatly reduces the damage he takes from illusions, and increases his maximum HP, armor, attack damage, and ability damage every minute starting from the first creep spawn.


  • Achilles' Heel:
    • Since Roshan is a big bag of HP who rarely ever moves away from his lair and has no fancy skills, Ursa can easily solo him as soon as he has a Morbid Mask and enough points in Fury Swipes, which stacks infinitely and allows Ursa to deal hundreds of damage per attack and heal back all of the damage inflicted by Roshan. He even has a cosmetic item called "Roshan Slayer".
    • Some other heroes with high single-target sustained damage and regeneration can also take Roshan down at relatively low levels or bring him down solo, such as Troll Warlord (with Morbid Mask), Juggernaut, and Huskar. Slardar can do it with enough attack speed to proc his bash often enough. That being said, while Roshan can't stand up to heroes like these, there's nothing stopping the enemy team from getting involved and trouncing them after Roshan softens them up.
    • Roshan is highly vulnerable to attack speed slows, which greatly reduce his damage output and make him much easier to deal with. Enchantress, for instance, can reduce his attack rate to almost nothing with Untouchable.
  • Adaptation Species Change: In the original DotA, Roshan was a Golem.
  • Anti-Magic: Roshan possesses 75% magic resistance (compared to heroes' 25%) and blocks a spell targeted at him every 15 seconds.
  • Cooldown Manipulation: From his third death onwards, Roshan drops the Refresher Shard, which works like a one-use Refresher Orb. It synergises especially well with heroes possessing strong long-cooldown abilities like Tidehunter's Ravage, allowing them to use said abilities twice without the need of a Refresher Orb.
  • Field Power Effect: Roshan's Banner, dropped from Roshan on his second death onward while in the Dire pit, can be placed to empower allied lane creeps that walk under it with increased health and damage.
  • Foe-Tossing Charge: While travelling from one pit to the other, Roshan damages and knocks aside all units in his path. The knockback is blocked by debuff immunity, which is a bad thing in this case as it means players with Black King Bar active just get Trampled Underfoot instead.
  • G-Rated Drug: Implied, as after consuming enough candy (that others consider inedible, since it's made out of Greevils) he goes absolutely crazy.
  • Herd-Hitting Attack: Slam damages and slows all nearby enemies. Notably, Roshan only casts this ability if there are 3 or more enemies nearby.
  • Hour of Power: Roshan becomes much more powerful in Diretide, gaining numerous new abilities:
    • Grievous Harm with a Body: Toss, which tosses a nearby enemy unit at an enemy that is further away.
    • Knockback: Wave of Force, an upgraded version of Slam, also knocks back enemies in addition to slowing and dealing damage.
    • One-Hit Kill: Apocalypse, which deals a whopping 3000 magical damage, is almost guaranteed to kill any heroes who don't manage to move out of its radius, activate BKB or otherwise hide themselves in time.
    • Playing with Fire: Fire Breath and Fireballs.
    • Summon Magic: Summon Roshlings, which summon two Roshlings to aid Roshan.
  • Kaiju: Easily towers over just about everything else in the game.
  • King Mook: To the Baby Roshan couriers, which are modelled after Roshan himself, as well as his Roshling minions. In the original DotA, Roshan was a very large Golem.
  • Leitmotif: Has his own battle theme.
  • Lethal Joke Item: From his second death onwards, Roshan can drop in addition to the Aegis... a piece of Cheese. Seems silly, until you examine it in the inventory and find that, when eaten, it gives enough burst healing to effectively be a second Aegis.
  • Monster Progenitor: To roshlings.
  • One-Man Army: It takes either a full team or a very farmed core hero to stand up to Roshan. As such, killing him is more often than not a team effort.
  • Our Dragons Are Different: According to one of the broadcaster snippets in The International 7, Roshan is a dragon. He certainly looks very differently from the other dragons in the game (Dragon Knight, Winter Wyvern and the dragon ancient creeps).
  • Random Number God: After his death, Roshan will spawn randomly after 8-11 minutes. In addition, he also has a 15% chance to bash the target on attack, which might give a nasty surprise for, say, Spirit Breakers charging through his lair.
  • Resurrective Immortality: Roshan's ability to respawn like any other neutral creep can, despite being an individual, is explained by how he once killed a shopkeeper for the Aegis of the Immortal and is now bound to be killed over and over for this.
  • Shockwave Stomp: Roshan's ability Slam, which deals damage and slows all nearby enemies.
  • Super-Scream: Roar of Retribution damages enemies around Roshan and makes them more vulnerable to incoming damage. More importantly, the roar can be heard across the map by the enemy team.
  • Sweet Tooth: Roshan really likes Greevil Taffy.
  • Tempting Fate: As attractive as taking Roshan down is, doing the fight at the wrong time can be disastrous. It's quite common, especially in pubs, for a couple of players to be obsessed with taking him out, pushing the team into doing it, and getting shot in the back when the other team ambushes them, takes almost everyone out, and finishes Roshan off themselves; this is especially the case after he gained Roar of Retribution, since he automatically signals to the enemy if you're trying to take him out twice in a row. Roshan is best tackled after a successful battle or push, where the enemy team is regrouping and/or respawning, and thus relatively incapable of stopping you.
  • Villains Out Shopping: During the 2012 Halloween Diretide event we could see Roshan trick-or-treating... Although his "trick" is quite lethal.
  • Wings Do Nothing: They're way too small compared to his massive frame to be of any use.
  • Who Wants to Live Forever?: According to "Are We Heroes Yet?", Roshan stole the Aegis of the Immortal. As punishment by the gods, he was made immortal... and is now doomed to be slain by heroes over and over again.
  • You Kill It, You Bought It: Upon death he drops the Aegis of the Immortal, which allows its wearer to resurrect upon death for a few minutes. After subsequent deaths, he can also drop a Cheese, Roshan's Banner, Aghanim's Blessing or Refresher Shard.

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