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By Lucas Sullivan published 28 June 2012

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Broodmother

Spin Web: Throws out a web that renders Broodmother invisible in its vicinity, while also boosting regeneration, and granting a passive movement speed increase (20%/25%/30%/35%). Maximum number of webs (2/4/6/8) increases with level.

Incapacitating Bite: Broodmother's venom cripples enemy units, causing her attacks to slow (10%/20%/30%/40%) and deal bonus damage (2/4/6/8), as well as giving the affected unit a chance to miss (10%/15%/20%/25%) its attacks.

Insatiable Hunger: A violent lust for vital fluids increases Broodmother's attack damage (60/80/100) and gives her a lifesteal (40%/60%/80%) attack. Lasts 14 seconds.

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Roles: Pusher, Carry, Escape
Difficulty: Easy

Clinkz

Searing Arrows: Imbues Clinkz's arrows with fire for extra (20/30/40/50) damage.

Skeleton Walk: Clinkz moves invisibly through units until the moment he attacks or uses an ability. Grants bonus (11%/22%/33%/44%) movement speed.

Death Pact: Clinkz consumes the target friendly or enemy creep, gaining a percent of its max HP as health (50%/65%/80%) and damage (5%/6.5%/8%).

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Roles: Carry, Escape
Difficulty: Medium

Drow Ranger

Silence: Stops all enemy units in a target area from casting spells for a few (3/4/5/6) seconds.

Trueshot Aura: Adds bonus damage (7%/14%/21%/28%) to the physical attack of allied ranged units in the area.

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Marksmanship: Drow's experiences in battle improve her accuracy and effectiveness in combat, providing a passive bonus (15/30/45) to Agility.

Roles: Carry
Difficulty: Medium

Faceless Void

Backtrack: Faceless Void dodges damage by jumping backward in time, with a (10%/15%/20%/25%) chance to elude both physical and magical attacks.

Time Lock: Adds a (10%/15%/20%/25%) chance for an attack to lock an enemy hero in time, stunning it for 1 second and dealing bonus (40/50/60/70) damage. The duration is twice as long against creeps.

Chronosphere: Creates a blister in spacetime, trapping all units caught in its sphere of influence for a few (4/4.5/5) seconds. Only Faceless Void and any units he controls are unaffected. Invisible units in the sphere will be revealed.

Roles: Carry, Initiator, Disabler, Escape
Difficulty: Hard

Gyrocopter

Homing Missile: Fires a homing missile to seek the targeted enemy unit. The missile gains speed over time, and deals greater damage (for a maximum of 110/220/330/440) and a longer stun the farther it has traveled. Enemy units can destroy the missile before it reaches its target.

Flak Cannon: Gyrocopter's attacks hit all enemy units in an area around it for a limited number of attacks. Only the main target of attacks will receive attack bonuses such as Critical Strike. Lasts 15 seconds or until the (3/4/5/6) attacks are used.

Call Down: Call down an aerial missile strike on enemy units in a target area. Two missiles arrive in succession, the first dealing major damage (250/300/350) and minor 20% slow; the second dealing minor damage (100/150/200) and major 50% slow.

Roles: Disabler, Initiator, Nuker
Difficulty: Medium

Juggernaut

Healing Ward: Summons a Healing Ward that heals all nearby allied units, based on their max HP (2%/3%/4%/5%), per second. The Healing Ward can move at 300 movement speed after being summoned. Lasts 25 seconds.

Blade Dance: Gives Juggernaut a chance (15%/20%/25%/35%) to deal double damage on each attack.

Omnislash: Juggernaut leaps towards the target enemy unit with a damaging attack, and then slashes other nearby enemy units, dealing between 175-250 damage per slash. The fewer units available to attack, the more damage those units will take; if a unit is alone, it will take all of the damage from the (3/6/9) total slashes. Juggernaut becomes invulnerable while Omnislashing and mini-stuns the first target.

Roles: Carry, Pusher
Difficulty: Easy

Lone Druid

Rabid: Increases the attack speed (10%/20%/30%/40%) and movement speed (5%/10%/15%/20%) of Lone Druid and the Spirit Bear. Lasts 10 seconds.

Synergy: Increases the Lone Druid's synergy with his Spirit Bear and himself, upgrading attributes and abilities. Upgrades the Spirit Bears damage and movespeed, as well as the duration (10/20/30/40 seconds) of Rabid and bonus HP (100/200/300/400) of True Form.

True Form: Lone Druid learns to morph himself into a raging bear, losing his ranged advantage and some base movement speed, but gaining melee power, bonus HP (250/400/600) and bonus armor (4/6/8), as well as the Battle Cry (adds damage and armor) ability. He can morph freely between druid and bear form.

Roles: Carry, Durable, Pusher, Jungler
Difficulty: Hard

Mirana

Sacred Arrow: Fires an arrow with deadly precision, dealing large damage (90/180/270/360) and stunning the first enemy unit it strikes. Stun duration increases based on distance to target, ranging from 0.5 to 5 seconds.

Leap: Mirana leaps forward into battle, empowering allied units with a ferocious roar upon landing, granting bonus attack and movement speed (4%/8%/12%/16%). Speed bonus lasts 10 seconds.

Moonlight Shadow: Turns Mirana and all allied heroes invisible. If Invisibility is broken, it will restore after fade delay (2.5/2/1.5 seconds) if the shadow's duration has not expired. Silence will stop Moonlight Shadow; lasts 11 seconds.

Roles: Carry, Escape, Nuker, Disabler
Difficulty: Hard

Morphling

Adaptive Strike: Strikes an enemy unit with a blast of water. If Morphling's dominant attribute is Agility, there is bonus damage done, which is equal to the Morphling's Agility times the max multiplier, in addition to the base damage, with only minimal stun. If the attribute is Strength, the stun is maximized (0.25 to 0.75/1.5/2.25/3) but the damage is minimized.

Morph (Agility / Strength) Gain: Morphling shifts its form, pulling points from Strength and pouring them into Agility or vice versa. The process is reversible. Additional points in Morph increase the rate of stat change. Passively grants bonus Agility or Strength depending on form.

Replicate: Morphling replicates any hero, friend or foe, lasting (30/45/60) seconds and only dealing 50% the original hero's damage. At any time, Morphling can instantly take the place of the Replicate.

Roles: Carry, Escape, Initiator, Nuker
Difficulty: Hard

Phantom Assassin

Phantom Strike: Teleports to a unit, friendly or enemy, and grants 100% bonus attack speed while attacking if it's an enemy unit. Lasts for 3 seconds or 4 attacks, whichever comes first.

Blur: The Phantom Assassin becomes hard to see by blurring her body and disappearing from the minimap when near enemy heroes. Also grants a (20% / 25% / 30% / 35%) chance that enemy attacks miss.

Coup de Grce: Phantom Assassin refines her combat abilities, gaining a 15% chance of delivering a devastating critical strike (250% / 325% / 400% damage) to enemy units.

Roles: Carry, Escape
Difficulty: Medium

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Lucas Sullivan is the former US Managing Editor of GamesRadar+. Lucas spent seven years working for GR, starting as an Associate Editor in 2012 before climbing the ranks. He left us in 2019 to pursue a career path on the other side of the fence, joining 2K Games as a Global Content Manager. Lucas doesn't get to write about games like Borderlands and Mafia anymore, but he does get to help make and market them. 

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