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Tenir by FangzofFuzzy

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By: FangzofFuzzy
Last Updated: Dec 27, 2019
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The Dune Raider

Armed with only a hook blade and grit, Tenir lives life as a Dune Raider. One of many bandits who wander the Desert of Misrule and the Scintillant Waste in search of treasure. In this unforgiving climate, those who brave it must endure unstable footholds, unpredictable sandstorms as well as extreme fatigue due to thirst and hunger to name a few. Only the smart or lucky survive. The same goes with the cursed ruins and trapped tombs they raid. Only the smart or lucky survive. And fortunately for her, she is both.


Tenir is an Agility hero who can assist her team while holding her own against her enemies. She is an effective anti-carry due to her combination of specialized abilities. Counter Swing is an interesting steroid that scales off the enemy's attack damage and attack modifiers, keeping her own damage output high while countering certain heroes. Lucky Charm is an ultimate that improves her team's odds of proccing random events so she synergizes well with certain heroes. Such events include her other passive, attack effects and evasion. Sand Gale offers this stat with good positioning alongside a decent area nuke. To round her kit out, Dune Strike is a great mobility tool for escaping but is much stronger to engage with thanks to the proximity slow.


Role: Support, Carry
Strength: 18 + 2.4
Agility: 21 + 3.0
Intelligence: 18 + 1.8
Base Damage: 22 - 28
Base Armor: 0
Attack Range: 150
Base Attack Time: 1.5
Movement Speed: 300

Primary Abilities

Sand Gale
Sand covers an area to damage enemies hit.

The zone remains for a while to grant allies within it evasion.

Ability: Target Area
Mana Cost: 60, 80, 100, 120
Cooldown: 12
Range: 600
Radius: 400
Damage: Magical
Damage: 60, 120, 180, 240
Duration: 3, 4, 5, 6
Evasion: 50%

Those who call the Desert of Misrule home use every part of it to their advantage.

Dune Strike
Teleport to the other side of an ally or enemy.

Nearby enemies upon arrival will be slowed for 3 seconds.

Aghanim's Scepter : Cast Sand Gale at her arrival. The zone lasts half as long.

Ability: Target Unit
Mana Cost: 60
Cooldown: 15, 12, 9, 6
Range: 800
Radius: 400
Move Slow: 10, 15, 20, 25%

When raiding tombs or fending off other raiders, speed is key.

Counter Swing
Her attacks may deal bonus damage based on the target's attack damage.

This increases her attack speed and can trigger their attack modifiers.

Ability: Passive
Chance: 15%
Attack Damage: 60, 80, 100, 120%
Attack Speed: 15
Duration: 6, 9, 12, 15

Using an opponent's own weapon against them is Tenir's preferred fighting style.

Ultimate Abilities

Lucky Charm
Nearby allies will trigger their random effects more often.

She benefits more from this and gains more gold when denying creeps.

Ability: Passive
Radius: 1200
Bonus Chance (Self): 33, 66, 100%
Bonus Chance (Allies): 20, 40, 60%
Bonus Gold: 10, 20, 30

"My favourite treasure? I suppose that would be this amulet here. Didn't look like much and still doesn't, but I've had nothing but good fortune ever since I found it. I'm willing to bet it's been blessed by some god of luck. And I haven't lost a gamble in a long, long time."


Hero Talents

100 Attack Speed
50% Sand Gale Move Speed

80 Sand Gale DPS
30% Magic Resistance

15% Critical Strike (150%)
20% Lifesteal

10 Agility
20 Move Speed

Talent Notes

  • The level 20 Sand Gale talent causes the zone to damage enemies within it every second.

  • The level 25 Sand Gale talent grants allies within it move speed alongside the evasion.


  • Sand Gale is her only nuke and defensive tool. It functions in a way similar to Magnetic Field where allies can stay inside the area to survive. The difference is that where Magnetic Field shines with and against ranged heroes, Sand Gale shines with and against melee heroes. While it can be used to poke and farm from a distance, it is best used when you or an ally is already within range of the enemy. Thankfully, she can close gaps easily with Dune Strike. It is also her only crowd control tool, so is best used to engage with instead of escaping. Since multiple enemies can be hit, it can be targeted to prioritize slowing as many of them as possible instead of just for mobility.

  • Counter Swing makes her deadly even without much investment since it scales off the enemy's damage as long as she duels their right-click cores. Since this can use their own modifiers against them, she can counter abilities like Essence Shift as well as items like Skull Basher. It especially abuses cooldown based modifiers like Chaos Strike and Echo Sabre since it doesn't always trigger. This can present an interesting conundrum with Sand Gale. If you want to counter evasion, the main way would be to get Javelin and its upgrades, but then that gives this passive one extra attack modifier to use against them. While E can scale without personal items which is great for a support's income and steadily increases attack speed over a fight, she can still invest in even more attack speed and attack modifiers to take full advantage.

  • Her ultimate, Lucky Charm, improves her odds of triggering random effects. This synergizes well with Sand Gale for its evasion as well as Counter Swings chance to proc and any enemy modifier. Since she is melee, this would also improve the odds of the innate damage block triggering. This interaction is useful but not that amazing so for more impactful mitigation, she can build Vanguard. As it affects allies, she pairs well with heroes who have their own random abilities or build items with random effects. This makes her extraordinarily good alongside allies like Phantom Assassin, Brewmaster, Lone Druid, Windranger and Ogre Magi. The gold on denying is just a way to help her generate reliable income without having to steal farm from her own carries.

  • In terms of build, she can focus on her passives and build for outright dueling. Abyssal Blade is an expensive but overall amazing item for her given its passives. Mjollnir is also great for its passive, active and attack speed. Alternatively, a supportive build with auras like Pipe of Insight alongside her Q can make allies resist a lot of damage. With Aghanim's Scepter, clever use of Dune Strike can increase not only her damage but the coverage of the evasion zone. This can become even more powerful with the corresponding Sand Gale talents to boost this even more. Speaking of which, in terms of talents, the left side grants more damage while the right side grants more sustain and utility, and can be mixed and matched according to the needs of the game. The level 15 critical strike talent is weak by itself, it's weaker than the old talent for Riki, but remember it will be boosted by Lucky Charm so it gets better.

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