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Dota 2 hero roster - Find the character that's right for you


Shukuchi: Weaver shifts out of visibility, gaining the ability to move at maximum speed through physical unitsdoing damage (90/100/110/120) to any enemies it passes through. Lasts 4 seconds.

Geminate Attack: Allows Weaver to dispatch two swarms, attacking an enemy twice. The extra attack will not trigger other attack effects (such as critical strike) and overrides Unique Attack Modifiers.

Time Lapse: Weaver warps backward to whatever position it was in five seconds earlier - regaining the HP and mana from that time. No effect on cooldown, gold or experience. Cooldown decreases (60/50/40 seconds) with level.

Roles: Carry, Escape
Difficulty: Hard

Intelligence Heroes

But once you master them, Intelligence heroes can turn into an unstoppable force, obliterating enemy heroes in mere seconds with a cavalcade of malicious magic. If you're willing to put in a little extra work to learn their intricacies, these heroes will not disappoint when it comes to pure spellpower.

Ancient Apparition

Ice Vortex: Creates a vortex of icy energy that slows movement speed (18%/22%/26%/30%) and increases magic damage done in its range (magic resist reduced by 10%/15%/20%/25%). Lasts 12 seconds.

Chilling Touch: A frigid gust enchants allied heroes, granting them bonus magical damage (40/50/60/70), while slowing their attack speed by 15%. The bonus damage only activates for attacks against enemy heroes. Lasts for a set number (2/3/4/5) of attacks or 40 seconds.

Ice Blast: An explosive ball of icy hail that can be used to strike targets anywhere on the map. On first use, Kaldr launches a tracer towards the targeted location. The second use marks the current location of the blast, upon which the actual projectile is launched - the greater the distance, the larger the radius affected. It deals damage (250/350/450) to enemy units and applies a frostbite curse to units in and around the area that prevents regeneration or healing. Frostbitten units will take minor damage over time; if the units drop below a certain percentage (10%/11%/12%) of HP, they'll instantly shatter and die.

Roles: Disabler, Support
Difficulty: Hard


Brain Sap: Feasts on the vital energies of an enemy unit, dealing damage (90/160/230/300) and gaining health equal to the damage dealt.

Nightmare: Puts the target enemy or friendly Hero to sleep and deals 20 damage per second. Sleeping units are awakened when attacked, but the Nightmare passes to the attacking unit. Duration (4/5/6/7 seconds) increases with level.

Fiend's Grip: CHANNELED - Grips an enemy unit, disabling it and causing heavy damage (100/155/215) each second for 5 seconds, while stealing mana every second based on 5% of the unit's maximum mana.

Roles: Disabler, Support, Nuker
Difficulty: Hard


Flamebreak: Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage (75/150/225/300) to enemies in the area.

Firefly: Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies (20/40/60/80 per second) in its path, and Batrider gains the movement capabilities of a flying unit. Lasts 15 seconds.

Flaming Lasso: Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso. Duration (3/3.5/4 seconds) increases with level.

Roles: Nuker, Initiator, Disabler, Escape
Difficulty: Medium


Test of Faith: Deals random damage (50-100 / 100-200 / 150-300 / 200-400) to target enemy.

Holy Persuasion: Gives control of an enemy or neutral creep, and gives it bonus (75/150/225/300) HP. Cast on an allied unit, it teleports them back to the base (including neutral creeps that are under Chen's control) after a short (6/5/4/3 second) delay. Maximum controlled units increases (1/1/2/3 creeps) with level.

Hand of God: Fully regenerates any creeps under Chen's control, and heals all allied heroes on the map for a major chunk of (200/300/400) HP.

Roles: Support, Jungler, Pusher
Difficulty: Insane

Crystal Maiden

Frostbite: Encases an enemy unit in ice, prohibiting movement and attack, while dealing 70 damage per second. Lasts a few (1.5/2/2.5/3) seconds.

Arcane Aura: Gives additional mana regeneration (0.5/1/1.5/2) to all friendly units on the map.

Freezing Field: CHANNELED - Surrounds Crystal Maiden with random icy explosions that slow enemy movespeed (30%) and attack speed (20%) and deal massive (105/170/250) damage. Lasts 4 seconds.

Roles: Support, Disabler, Nuker, Lane Support
Difficulty: Medium

Dark Seer

Ion Shell: Surrounds the target unit with a bristling shield that damages (30/50/70/90 per second) enemy units in an area around it. Lasts 20 seconds.

Surge: Charges a target friendly unit with power, giving it a brief burst of maximum movement speed. Duration increases (3/4.5/6/7.5 seconds) with level.

Wall of Replica: Raises a wall of warping light that damages and creates replicas of any enemy hero who crosses it. Enemy replicas serve at the Dark Seer's will. Illusions take 300% damage, and their damage (70%/80%/90%) and wall duration (15/30/45 seconds) increase with level.

Roles: Nuker, Initiator, Escape
Difficulty: Medium


Shallow Grave: An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection. Lasts 5 seconds. Cooldown decreases (60/45/30/15) with level.

Shadow Wave: Shadow Wave heals several allies, which in turn cause damage (80/100/120/140) equal to their healing in a small area around them. Dazzle is always healed by Shadow Wave, and it does not count toward the number of targets (3/3/4/5 maximum targets).

Weave: Applies a buff that increases allied hero armor or decreases enemy hero armor in the target area, changing armor by 1 every second. Duration increases (12/18/24 seconds) with level.

Roles: Support, Lane Support
Difficulty: Medium

Death Prophet

Silence: Prevents enemy units in a target area from casting spells. Duration increases (3/4/5/6 seconds) with level.

Witchcraft: Increases the potency of Death Prophet's spells, while providing a passive movement speed (4%/8%/12%/16%) boost. Reduces mana costs and cooldowns of Crypt Swarm and Silence, and adds additional spirits to Exorcism.

Exorcism: Unleashes evil spirits (4/10/18) to drain the life (25% of 43-48 damage per spirit) of nearby enemy units and structures. At the end of the spell's duration, Death Prophet is healed in proportion to the damage dealt. Lasts 30 seconds.

Roles: Nuker, Pusher, Durable
Difficulty: Easy