Underlord, the newest addition to the huge roster of heroes in DoTA 2, is a unique hero whose role revolves around staying alive in fights for as long as possible to dish out powerful AOE (area of effect) spells such as a DOT (damage over time) nuke, a magic immunity piercing root disable, a damage reduction aura and finally an ultimate which has the ability to relocate the entirety of your allied team to another location on the map. He dominates as a team fighter and has a good laning presence as well, primarily due to Atrophy Aura being a great de-buff against early game safe lane harass as almost all damage in the early game is inflicted through right clicks.
Disclaimer: This guide is an in-depth guide and tries to explain every fact and feature about the hero.
Firestorm is Underlord's first skill and nuke. According to the skill description, it is an AOE ground target ability which summons a shower of flames in the form of periodic waves in an area which deals damage. The damage is dealt in 2 ways: The first being the damage each wave deals and the second being a damage over time burn debuff which is based on the enemy's max hp.
The numbers for this skill are as follows:
Cool down: 12 Seconds (at all levels)
Cast Animation: 0.6+0.47
Cast Range: 750
Effect Radius: 400
Number of Waves: 6
Wave Interval: 1
Damage per Wave: 25/40/55/70
Max Health as Damage per Second: 0.75%/1.5%/2.25%/3%
Burn Duration: 2
The Mana cost per level is : 100 (level 1)/110 (level 2)/120 (level 3)/130 (level 4)
This skill is of immense utility for the off-lane role we have discussed above. It can clear large stacks of jungle camps, thus increasing your farm rate by a huge margin. It allows you to skip the Iron Talon and gain additional xp and gold from a stacked off-lane large camp close to the secret shop.
Also, it can be used as a zoning ability for tower defense.
Pit of Malice is Underlord's second skill and disable. According to the description, the skill is an AOE ground target disable which roots all enemies within its radius (225) for a short duration (2.5 Seconds at level 4) of time much like Treant Protector's ultimate Overgrowth while dealing 100 magic nuke damage to each enemy caught in it. It remains active for 7 seconds and applies the above stated damage and disable to any enemy who walks into its radius after cast. The effect is applied only once per enemy and is not repeated if the enemy moves in and out of the radius.
The numbers are as follows:
Cool down: 21 (level 1)/18 (level 2)/15 (level 3)/12 (level 4)
Cast Animation: 0.6+0.47
Cast Range: 750
Effect Radius: 275
Disable Duration: 1/1.5/2/2.5
Pit Duration: 7
The Mana cost per level is : 100 (level 1)/115 (level 2)/130 (level 3)/145 (level 4)
This skill is pretty straightforward in it's use. You target it on the ground and any enemy within the radius of the pit will get rooted. Anyone who walks into it, will also get rooted.
The disabled enemy can still turn, cast spells, use items and attack.
It interrupts channeling spells of the target upon rooting, but affected units can channel spells during it. So it will cancel a Teleport while it is channeling, however any Teleport channeled after being rooted is NOT cancelled.
It disables the following spells: Blink ( Queen of Pain), Blink ( Anti-Mage), Teleportation, Charge of Darkness, Phase Shift, Tricks of the Trade and Blink Dagger.
It also affects invisible units and provides True Sight over them.
It also goes through spell immunity
Hence this ablity becomes a reliable, spell immunity piercing, AOE disable which can disable whole teams and help in picking off those pesky little heroes with escape abilities or blink daggers. It serves as a brilliant initiation for a chain stun setup. Also, it can be used as a zoning ability for tower defense.
Atrophy Aura is Underlord's third ability and aura. It reduces the damage of enemy heroes (42% of base attack damage at level 4) and also provides Underlord with additional damage based on the death of an enemy unit (5 for Non Hero Death at all levels and 45 for Hero Death at level 4) in a 900 radius. The additional damage provided to Underlord is applicable for 60 seconds at max level.
The numbers for this skill are:
Attack Damage Reduction: 18%/26%/34%/42%
Attack Damage per Hero Death: 30/35/40/45
Attack Damage per Non-Hero Death: 5
Attack Damage Bonus Duration: 30/40/50/60
This skill is pure evil. Not only it hampers the right-click of your enemies but also improves your over the course of a team fight or push.
Leveling up this skill at level 1 gives you so much lane survivability. With 1 point into Atrophy Aura, a Ring of Protection and a Stout Shield, an enemy who has a base damage of 50 will hit you only for 32 damage. This translates into so much efficiency for your hero and his lane sustain regen items like Tango and Healing Salve
This skill does NOT provide bonus damage from the death of illusions, Tempest Double or Meepo Clones.
This skill pierces magic immunity and it only decreases base attack damage which is given by the primary attribute of the affected units. Raw bonus damage is not decreased. Also, no matter how a unit dies, if it is in the radius of Atrophy Aura it will provide bonus damage to Underlord
This skill works extremely well against carries who build stats such as Drow Ranger, Medusa, Anti-Mage, Juggernaut, Slark, Morphling and so on.. The beauty of this skill is the fact that it scales so well into the late game. As the game progresses, the heroes gain more and more stats and hence the skill becomes more and more powerful.
Underlord's ultimate ability, Dark Rift, can be used to TP in on an already pushed in wave and quickly take out enemy structures while they are afk farming, taking an uncontested Roshan or even applying pressure to one of your structures.
It can also be used to TP away safely with your whole team after taking a tower or barracks.
It becomes a highly useful ability when used in conjunction with strong lane pushers such as Naga Siren, Terrorblade, Alchemist, cleave based heroes such as Sven, Battle Fury carriers such as Juggernaut, Anti-Mage and so on. You can always stay by their side and quickly ensure their safety by mass teleporting back to a safe zone anywhere on the map.
Taken a bad fight? Don't worry. Press R and bam , all of your teammates are back in the fountain. you can quickly reset and re-engage or explore other options which will benefit your team.
Cool Down: 130 (level 1)/120 (level 2)/110 (level 3)
Cast Animation: 0.6+0.47
Cast Range: Global
Teleport Delay: 5/4/3
The Mana cost per level is : 75 (level 1)/150 (level 2)/225 (level 3)
This ability can be cast on any allied unit which is not a hero (or illusion) or a ward. It can also target creep-heroes and can target them even while invulnerable.
When targeting the ground, it searches for the nearest valid target on the map and teleports towards it, so for better accuracy and reliability, always choose a specific target.
This skill can only teleport heroes (including illusions and clones) and creep-heroes. AS before, it teleport them even while invulnerable or hidden. This means you can teleport a complete Chen army + Naga Siren illusions to virtually anywhere on the map and be that scary big ball of death!
Lastly, the spell is not canceled by stuns. It can only be cancelled if:
a) Cancelled manually by Underlord,
b) Underlord dies while channeling the spell
c) The creep or structure you are teleporting to gets destroyed during the channeling time.
The following items are suggested by me:
The Tango and Healing Salve provide enough lane sustain for the hero. The Ring of Protection is synergetic with Atrophy Aura and build into a Ring of Basilius. The Stout Shield offers cheap damage block and builds into a Vanguard and further into a Crimson Guard.
His Hawk is a great target point for Dark Rift and his minions will be transported along too. Two Necronomicons and Beast Master's Inner Beast Aura is equal to dead enemy buildings.
Her Spiders again work similarly as any other minions would. You kill them towers alright.
His wolves and Necronomicon. Same principle as above. Plus your Pit of Malice provides him with lockdown so he can quickly kill enemy heroes.
His birds are again great targets for Dark Rift and he can push towers fast too.
In general, heroes which can get out of Pit of Malice and counter his split push ability and escape mechanism work well against him.
Io's Relocate can easily help in catching up with your Dark Rift escape shenanigans. Also, if stuck in the Pit of Malice, Io can easily Tether away from the disable.
Her Song of the Siren easily catches Dark Rift during its cast time and right after teleportation, and gives Naga Siren's team plenty of time to counter-initiate on Underlord's team.
His global spells like Teleportation and Wrath of Nature can easily counter your split push strat if the Nature's Prophet is competent enough.
Haunt negates most split push attempts with Dark Rift, and deals damage to Underlord's entire team if Spectre has a Radiance.
Winter's Curse and Splinter Blast can devastate Underlord's team when they're grouped up for Dark Rift.
He has a great counter to Pit of Malice in his Timber Chain and he can wreck you with Whirling Death's strength stat loss and pure damage.
Force Staff pushes people out of Pit of Malice.
It applies Break and disables your Atrophy Aura, thus reducing your impact on the game incredibly.
Underlord should be played as a tanky utility hero who provides auras and utility for his team in the form of map movement, disables and debuffs. Any other style of play reduces his effectiveness to sub par levels which can easily lose you games.
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