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Hades by FangzofFuzzy

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By: FangzofFuzzy
Last Updated: Oct 3, 2019
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Lord of the Underscape

The world of the living, once of little consequence to he who governs over the world of the dead, has become an increasingly sore topic for Hades. Beyond the Underscape, his dysfunctional family continues to meddle further with mortals. Even worse, denizens from the Seven Hells keep pilfering his rightful souls while some beings avoid the Narrow Maze entirely by obtaining immortality. Not to mention a certain personnel that occasionally shirks his duty to torture those not yet dead. In order to put an end to these grievances, the Lord of the Underscape decided that he would have to do it himself.


Hades is a tough melee hero who thrives on the demise of others. This goes for foes and friends alike as none will be spared from Damnation, while his Penitent Stare locks the fate of those he has a particular distaste for. The Lord of the Underscape is adept at fighting enemies who are close to dying and then Beyond Death, their souls will rise to serve him. This ultimate makes him a dangerous threat to let live throughout a fight. However, feasting upon a Banquest of Darkness turns him into a monstrous tank alongside his high Strength. Though he lacks in proper crowd control and reliability, his potential for great damage and durability is a stark reminder of the ominous title he carries.


Role: Durable, Nuker, Support, Disabler
Strength: 26 + 3.8
Agility: 18 + 2.4
Intelligence: 18 + 1.8
Base Damage: 32 - 40
Base Armor: 2
Attack Range: 150
Movement Speed: 310

Primary Abilities

Penitent Stare
Brand an enemy to damage and prevent it from turning.

Aghanim's Scepter: Becomes Target Area with 250 radius. Debuff pierces spell immunity and undispellable.

Ability: Target Unit
Mana Cost: 75, 90, 105, 120
Cooldown: 8
Range: 750
Damage: Magical
Damage: 100, 150, 200, 250
Duration: 2, 3, 4, 5

Every step forward in the Narrow Maze is a step one cannot take back.

Banquet of Darkness
While active, he heals for a portion of the damage taken by nearby enemies.

He also reduces their healing, stealing half the lowered amount for himself.

Ability: Toggled
Mana Cost: 30
Mana per Second: 6, 9, 12, 15
Cooldown: 1
Radius: 500
Damage to Healing: 6, 9, 12, 15%
Healing Reduction: 10, 15, 20, 25%

Souls constantly flow into the Underscape and their final destination is its Lord.
Conjure a pit that increases the damage dealt and taken by all units within.

Ability: Target Area
Mana Cost: 30
Cooldown: 20, 16, 12, 8
Range: 500
Radius: 500
Duration: 8
Damage Amplification: 16, 19, 22, 25%

Battles always end with countless corpses. Hades simply hastens the process.


Ultimate Abilities

Beyond Death
His attacks critically strike those who are below 50% health.

Additionally, nearby hero deaths spawn an illusion of them under his control.

Allies that die under this effect respawn sooner.

Ability: Passive
Radius: 1200
Critical Damage: 150, 200, 250%
Illusion Damage Dealt: 50, 75, 100%
Illusion Damage Taken: 150%
Respawn Time Decrease: 10, 20, 30

"You will die twice: Because of me, then in servitude of me."


Hero Talents

-6s Damnation Cooldown
Damnation Grants Team 25% Evasion

+250 Penitent Stare Damage
+25% Banquet Healing Reduction

-2s Penitent Stare Cooldown
120 Gold/Min

20 Damage
20 Move Speed


  • Beyond Death is what makes Hades frightening to face. Similar to the level 10 talent for Soul Catcher, he can raise illusions of enemy heroes slain near him. These can be used to push, farm, or kill even more heroes to further build his unwilling army. A big plus is that this also affects nearby allies, allowing them to claim revenge akin to Vengeance Aura. The counter of this ultimate is buyback which will immediately waste the illusion. The drawback is that this also applies to allies so the reduced respawn time makes up for this. The critical strike component is arguably filler but together with his high starting damage, it does contribute to triggering the other part of the spell once the ball is already rolling. It also makes last hitting and denying creeps easier which is always nice to have.

  • Damnation is like an area version of Bloodrage, a high-risk high-reward spell that can make both teams die faster. This synergizes well with his ultimate, both in creating illusions (Of enemies and allies) and empowering them thanks to its constant uptime. Melee combat in the pit becomes an exceptionally deadly affair since units will deal and receive more damage. A safe playstyle would be to pair Hades up with a ranged carry and place this on them in the backline akin to Magnetic Field. Even this has an inherent risk if an enemy jumps on them. Alternatively, get allies with large scale disables like Ravage and Reverse Polarity to kill enemies faster with less fear of retaliation.

  • Since his ultimate does not work on himself, increasing the damage he takes would be counterproductive. Luckily, Banquet of Darkness can make him insanely hard to kill. Enemies affected by his E will also amplify his healing, evening it out while in the middle of battle. While countered by healing reduction, the spell itself is also a counter to healing. While the numbers are not as high as Ice Blast, stealing the recovery introduces a conundrum for healers: Save allies at a reduced rate but save him at the same time, or let both suffer. This especially goes for multi-target spells like Shadow Wave and Mekansm since it affects multiple enemies.

  • Penitent Stare is a reliable nuke with a situational disable. Turning is a vital part of the game so being forced to face in just one direction is quite debilitating, even if you can still fully act otherwise. Attacking and casting most spells are thrown out of the picture if Hades and his allies just move around the enemy. Meanwhile, moving can be restricted based on when it is cast. Here are some examples:

      1. Enemy facing away from their base to strike your team = Prevent them from fleeing
      2. Enemy running from your team = Prevent them from retaliating
      3. Enemy kiting during a fight = Put a stop to that cowardly act
      4. Enemy facing terrain or on a cliff = Yeap

  • Most of the time, 1. and 2. will be the situations that occur so it is up to the player to decisively brand the chosen enemy. It is as effective as a root when they are unable to flee from your team, like Ensnare with damage. It is as effective as a fear if you catch them facing their base, like Savage Roar without the speed boost. Its versatility is certainly impressive thanks to the good range and cooldown. Early game, casting this while his W is toggled on is a good way to quickly gain health. While the damage itself is not impressive, pairing it up with E makes up for that. Keep in mind for both combos above the difference in ranges.

  • In terms of talents for this grand Lord of the Underscape, the left side simply increases his damage while the right side gives more defense and utility. At level 25, he can give allies incentive to stay within the circle of doom akin to Arena of Blood's talent. The other option would be to lay down more areas, spreading them to catch more enemies or layering them to ramp up the risk and reward akin to Duel's talent. At level 20, stealing more healing is great in a battle of attrition and against certain compositions, but simply killing them easier can be more important. This damage talent is especially useful with Aghanim's Scepter though it is primarily a utility purchase. This is further influenced by his level 15 talents, either empowering the spell further or getting a stable way to buy the item in the first place.

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