25 + 2.5
20 + 2.2
18 + 1.6
Mogul Khan, the Axe, is a melee strength hero, infamous for creating chaos in battle and thriving off of it.
Axe is commonly played as an initiator, as his potent disables can disrupt the enemy's formation and give his team openings in fights. Axe's fighting style demands that he gets up close and very personal, as he can taunt enemies into attacking him with Berserker's Call, preventing them from engaging his teammates. Once he has the enemy's attention, he can counter those who strike him with a sweeping Counter Helix that slashes all enemies at melee range with Physical damage. He also has a slow and damage-over-time nuke in Battle Hunger, which can harass the enemy or force them to join in battle, while also slowing their movement speed and boosting his own. Finally, he has the ability to unconditionally remove weakened enemies from the battlefield if they are under a certain threshold with Culling Blade, while simultaneously boosting his allies' speed. A bloodthirsty and indomitable warrior, Axe's presence on the battlefield is felt by friend and foe alike, dominating the attention of the enemy wherever he goes.
| Mogul Khan, the Axe
| Play "Axe is all the reinforcement this army needs!"
|| Initiator / Durable / Disabler / Jungler
|| As a grunt in the Army of Red Mist, Mogul Khan set his sights on the rank of Red Mist General. In battle after battle he proved his worth through gory deed. His rise through the ranks was helped by the fact that he never hesitated to decapitate a superior. Through the seven year Campaign of the Thousand Tarns, he distinguished himself in glorious carnage, his star of fame shining ever brighter, while the number of comrades in arms steadily dwindled. On the night of ultimate victory, Axe declared himself the new Red Mist General, and took on the ultimate title of 'Axe.' But his troops now numbered zero. Of course, many had died in battle, but a significant number had also fallen to Axe's blade. Needless to say, most soldiers now shun his leadership. But this matters not a whit to Axe, who knows that a one-man army is by far the best.
|| Jon St. John (Responses)
Axe is a durable initiator who can disable, damage, and kill whole groups of enemies alone. To do this, Axe's abilities combo into each other very well. Berserker's Call, though hard to land without a Blink Dagger, is a three-second area disable that forces enemies to attack Axe. This forces Counter Helix to proc more often, causing all affected enemies to take massive damage during its duration. If enemies fall under Culling Blade's threshold, Axe can instantly kill them - refreshing the cooldown and allowing Axe to cull again. Even if the enemies survive the initial onslaught, Axe can chase them down through Battle Hunger to secure a kill.
Axe can play in any lane well, though he's usually an offlane support hero. Going midlane or safelane is not unheard of, but both positions depend on the composition of the enemy team. Axe can also successful jungle at the start of the game by levelling up Counter Helix to kill camps, being more efficient than many level one junglers.
Axe can make the most out of his abilities depending on his item choices. Axe can transition to a semi-carry by building damage-dealing items like Heaven's Halberd and Assault Cuirass, which helps counter the enemy carries during the mid-game. As a ganker, Axe can use Blade Mail and Aghanim's Scepter to pick off squishy heroes during Berserker's Call. If built as a pure tank, Heart of Tarrasque and Crimson Guard lets Axe soak up tons of damage while initiating, taking enemy aggro while letting his carries damage the enemy team. No matter the position, Axe's role is to disrupt the enemy's teamfight potential through disables and nukes.
- Casting on a unit under the taunt effect of Berserker's Call refreshes the duration.
- Affected units cannot use any spells or items and are forced to attack Axe for its duration.
- Units attempt to follow and attack Axe regardless of distance, vision, obstacles, or status.
- Affected units are still subject to disables and do not gain free pathing.
- If Axe turns invisible during the taunt, affected enemies attack the closest enemy. If no enemies are nearby, the they stop. If the targets regain vision on Axe, they attack Axe as normal.
- The target is allowed to make one command of any type during the time Axe is invisible, including items, abilities, and movement. When the command finishes, the target stops until Axe is visible or the debuff expires.
- The taunt has the same priority as Winter's Curse, but lower priority than Duel.
- Same priority means that affected units attack the first taunted unit.
- When Axe dies, the effect ends immediatly.
- Counter Helix triggers when an enemy unit succesfully hits axe, regardless of distance. This means it cannot proc on missed attacks.
- Despite the visual effects, the damage is applied instantly within the radius.
- When the target's health is above the threshold, it only applies its regular damage (magical) and plays a different sound.
- Even when the target somehow dies to the regular damage (possible with damage amplifications), other effects of Culling Blade are not applied.
- When the target's health is below the threshold, it does the following
- It deals damage to the target equal to the health threshold value, in form of HP Removal.
- It applies the speed bonus to Axe and nearby allies.
- If the target was a hero or illusion, its cooldown gets reset.
- Due to the killing blow being damage (in form of HP Removal), it can be survived with the healing effects of Bloodrage or Flesh Golem.
- If this happens, the speed boost and cooldown reset still fully apply.
- Despite the killing blow being HP Removal, it is still reflected by Blade Mail.
- The target's health is checked upon reaching the cast point, so if it gained health during that time so it exceeds the health threshold, the cull fails.
- Tango gives Axe health regeneration in the laning stage, allowing him to survive against most forms of enemy harass.
- Stout Shield is crucial on a melee hero like Axe, as the damage block drastically increases his survivability against attacks, whether they be from enemy heroes or neutral creeps.
- Ring of Protection gives Axe additional armor, further increasing his survivability against physical damage. It also allows Axe to build Tranquil Boots from the Side Lane Shop, boosting his efficiency.
- Iron Branch is a cheap item that allows Axe to shore up his attributes with his remaining gold. It can be sold for inventory space as needed, or built into a Magic Wand.
- Tranquil Boots provide Axe with movement speed, armor, and passive HP regen outside of combat. It is crucial to get on Axe early for increasing his mobility for early initiations, giving him more armor for even more physical survivabliity, and providing a source of HP regen to allow him to remain on the field instead of returning to base.
- Magic Stick gives Axe burst HP and mana regen, and his status as an initiator allows him to easily accrue charges from enemy spells. The burst regen can allow Axe to survive longer in fights and cast one or two more crucial spells, important given his low intelligence growth.
- Blink Dagger is the most important purchase Axe must make if he is to become an effective initiator. Jumping on top of the enemy in order to disable them with Berserker's Call allows Axe to paralyze multiple enemies at once for his team to follow up on.
- Vanguard gives Axe even more survivability against physical damage by giving him increased damage block, more HP and HP regen. The damage block is particularly strong for mitigating the damage Axe takes during Berserker's Call, allowing him to proc more instances of Counter Helix.
- Magic Wand is a powerful upgrade to Magic Stick, giving Axe additional attributes while also providing burst HP and mana regen, further increasing his ability to initiate and disable enemies with his spells.
- Town Portal Scroll is necessary for allowing Axe to be present at teamfights and ganks. His powers as an initiator can set up fights decisively in his team's favor.
- Blade Mail provides many strong benefits for Axe. The additional armor increases his durability, the intelligence boosts his mana pool to allow him to cast spells more often, and the attack damage lets him farm more easily and deal more damage to the enemy with his attacks. The active, used during or after Berserker's Call, further punishes the enemy for attacking him, allowing him to use his HP offensively to deal damage to the enemy during initiations.
- Heart of Tarrasque greatly increases Axe's health and provides base damage, giving him much more power as an initiator, since he can continue disabling the enemy during fights so long as he is alive. As well, if he manages to survive fights and escape, he can quickly regenerate his HP and jump straight back into battle.
- Pipe of Insight gives Axe tremendous magic resistance, allowing him to shrug off magic nukes that the enemy may use to try to bring him down. The active gives him additional teamfight utility, as he can protect his team from magic nukes for a short time as well.
- Shiva's Guard drastically boosts Axe's intelligence and armor, giving him yet more survivability against physical damage while also eliminating his mana problems. The attack speed slow aura can greatly hinder the enemy from making physical attacks during fights, while the active can be used as a damage nuke and a slow to hinder their mobility.
- Aghanim's Scepter gives Axe stats across the board, providing tankiness and more mana. Its upgrade improves Culling Blade's kill threshold, allowing Axe to remove enemies from the battlefield much earlier, and reduces its cooldown to allow the spell to be used tactically.
- Boots of Travel gives Axe additional battlefield and global mobility. The global teleport allows Axe to show up to fights to initiate for his team more easily, while the increased movement speed allows him to be more mobile on the battlefield, chasing enemies down and inflicting them with Battle Hunger to slow them.
- Assault Cuirass is a strong teamfight item that greatly increases Axe's armor and attack speed. The armor provides yet more resistance against physical damage, and the attack speed allows Axe to become much more threatening with his right-clicks. The allied armor and attack speed aura is a strong edge in teamfights, while the enemy armor reduction aura can increase the amount of damage that Counter Helix deals to them.
- Heaven's Halberd is a strong survivability and utility item that can help Axe if the enemy's physical damage output is more than he can handle. The additional strength and evasion give him more HP and survivability against physical attacks, respectively, and the active disarm allows Axe to completely stop an enemy from attacking.
- Crimson Guard, upgraded from Vanguard, is a strong utility item that provides Axe with even more survivability against physical damage. The extra armor and attributes on top of the existing damage block and bonus HP can make him extremely tanky, and he can augment it even more and protect his allies with the active.
- Lotus Orb is a strong initiator item that allows Axe to punish enemies for targeting him with disables. The item provides armor and more regen, making him more tanky and allowing him to replenish his mana over time. The active, used during an initiation, can punish enemies who target Axe with single-target disables and nukes, disabling and nuking them in turn to cause more chaos for Axe's team to capitalize on.
- Axe is a very strong initiator and disabler as he possesses an area disable capable of piercing spell immunity in Berserker's Call, and a low-cooldown slow in Battle Hunger that also boosts his movement speed. Given mobility and mana sustain, Axe is capable of wreaking havoc against enemies at all points of the game.
- The synergy between Berserker's Call and Counter Helix means that Axe is capable of dealing great amounts of physical damage during initiations, but must build for survivability to ensure he is not killed by enemy attacks during his initiations.
- Axe's spells give him powerful harassment potential and survivability, allowing him to punish enemy lanes and gain an early advantage for his team. In order to transition well into the late game he requires farm, however his initiation and disabling abilities allow him to set up ganks and early teamfights to get the gold he needs to remain relevant.
- As a melee initiator with strong survivability spells, Axe can be a very strong off-laner, or a powerful jungler.
- A combination of Berserker's Call and Counter Helix make Axe a good off-laner, as he can deal large amounts of damage with Counter Helix if the enemy dares to attack him at melee range. As well, he has the ability to force the enemy to attack him via Berserker's Call if he can get close enough, also using his enemy's lane creeps against them to increase the proc chance of Counter Helix.
- Counter Helix allows Axe to be a strong jungler, as he can whittle down neutral camps without expending mana. Additionally, Axe's position in the jungle allows him to rotate mid to help set up ganks, or help to harass and gank the enemy's off-laner.
- Berserker's Call is a taunt that forces all enemies near Axe to attack him, while simultaneously boosting his armor to allow him to weather the enemy attacks.
- Berserker's Call is Axe's prime initiating and disabling ability, as it cannot be blocked by spell immunity or Linken's Sphere. In order to utilize it to its utmost, Axe must possess strong mobility, namely Blink Dagger in order to instantly jump into the midst of the enemy to make the most of it.
- Because of its short duration, Berserker's Call benefits greatly from assistance from allied area-of-effect disables. By taunting the enemy and forcing them to bunch up, Axe can open the enemy team up for follow-up disables such as Light Strike Array, Hoof Stomp, Black Hole, and so on. Conversely, Berserker's Call can also be assisted by allied setup, such as Vacuum and Reverse Polarity.
- When chasing enemies that are trying to escape, Berserker's Call can be useful for holding them in place for Axe's teammates to catch up. Additionally, it can be useful for interrupting Town Portal Scrolls, as taunting the enemy will cause them to break the channeling and attack Axe, preventing them from escaping.
- Beware that unlike Axe's other spells, Berserker's Call has a 0.4 cast animation. If possible, try to get as close to enemies as possible before taunting, or try to lead your blink so that they will run into the call's area as it is casted.
- If a Blade Mail has been purchased, it is usually most optimal to activate it after Berserker's Call has ended. Because Berserker's Call greatly increases Axe's armor, he will take relatively little damage during the taunt, which can waste the duration of Blade Mail. Rather activating it at the end of the duration will give Axe an extra 4.5 seconds of survivability, as enemy players will be further punished for targeting Axe with nukes and additional attacks once they are able to control their heroes. Additionally, it will buy time for Berserker's Call to come off cooldown to be cast again, as at max level it has a cooldown of only 10 seconds, meaning that Axe only has to survive for two more seconds after Blade Mail.
- Berserker's Call is capable of taunting invisible enemies. One useful way to bring enemies out of invisibility is to try to cast it if they are near Axe; this will force the enemy to attack him, bringing them out of invisibility. This can be useful for interrupting abilities like Meld, or interrupting an enemy that is channeling while under the effects of Glimmer Cape.
- Axe does not need to stand in place once he has successfully taunted the enemy. If he catches enemy melee heroes, it is possible for Axe to kite them away from an escape path, as they will follow him during the taunt to try to attack him. Forcibly displacing the enemy during Berserker's Call can make a huge difference depending on the terrain and allied and enemy positioning.
- Remember that Axe gets the bonus armor no matter if he manages to successfully taunt any enemies. If he is low on health and is trying to escape, Berserker's Call can be used simply to increase Axe's armor so that the enemy's physical attacks cannot kill him before he reaches safety.
- When initiating for your team, it is usually a good idea to try to target the enemy's support heroes. Not only can this prevent them from casting powerful teamfight spells, but they also tend to have low HP and armor, causing them to take much more damage from Counter Helix, and possibly putting them within Culling Blade range to remove them from the field before they can contribute at all.
- At maximum level, Berserker's Call is capable of disabling enemies for 3.2 seconds. If escape is necessary, Axe can attempt to taunt enemies and then immediately channel Town Portal Scroll, as he can escape during the taunt when the enemy is unable to cast stuns on him.
- Battle Hunger inflicts the target enemy with a damage and slow debuff that lasts until they kill a unit.
- Battle Hunger can be a powerful harassing spell in the laning stage due to its long cast range and removal requirements.
- By casting the debuff on the enemy and then going aggressive on the lane, the enemy can be forced to retreat away from the creep wave, preventing them from killing a unit to remove the debuff. Repeated over time, this can wear down the enemy's HP and force them out of the lane altogether.
- Inflicting the enemy with Battle Hunger can also set up for kills if the enemy attempts to continue to lane to remove the debuff. Because the debuff slows the enemy's movement speed, casting Battle Hunger on them prior to allied initiation can slow their movement, greatly reducing their chances of escaping.
- In order to make the most of this spell in-lane, try to time its casting with the enemy's attempts to last-hit. Inflicting the enemy with Battle Hunger while all creeps in the lane are near full health can force them to take more damage as no opportunities to kill a unit to remove the debuff will present itself soon. As well, casting Battle Hunger on them right after they last-hit the last friendly creep in the wave will give them no targets to kill (provided their own creeps are outside of deny range), making the spell run its full course. Axe can further debilitate the enemy by last-hitting and denying as much as possible to prevent the enemy from killing any units.
- Casting Battle Hunger on the enemy when they have no creeps can be a great way to harass them. As they must retreat back to their tower to avoid tanking creep attacks, they will be too busy backing away to remove the debuff, and become vulnerable to tower-diving once your creeps reach the enemy tower.
- Remember that Battle Hunger also increases Axe's movement speed while the enemy is affected by it, on top of slowing them down. This allows Axe to quickly close the distance to fleeing enemies and catch them with Berserker's Call.
- Battle Hunger's long cast range allows Axe to use it as a finishing spell on a fleeing enemy who is at low health. In most situations there will be no opportunities for the enemy to remove the debuff from themselves, which can allow the spell to burn them down and kill them after the fact.
- There is no requirement that Battle Hunger must be cast on an enemy hero. If mobility is a priority and a fleeing enemy hero is out of range, Battle Hunger can be cast on enemy creeps in order to boost Axe's movement speed, allowing him to then get within range to cast Battle Hunger a second time on the enemy hero.
- Counter Helix allows Axe to deal physical damage in an arc around himself every time the enemy lands an attack on him, even if he is disabled.
- Counter Helix syngerizes extremely well with Berserker's Call, as Axe can deal spin damage to enemies that he successfully taunts. If he catches multiple enemy heroes and creeps, Axe can deal a surprising amount of damage during the taunt, wearing them down for his team.
- Counter Helix will only proc if an enemy lands a successful attack on Axe. This means that evasion and ethereal on Axe, or blind and disarm on the enemy, can prevent Counter Helix from proccing.
- Because physical attacks are the primary form of damage in the early game, and because armor values are very low at the start of matches, Counter Helix makes Axe extremely powerful in the early game. Not only can he use enemy hero attacks to proc Counter Helix, but also enemy and neutral creeps.
- Counter Helix allows Axe to quickly farm creeps, whether they are lane creeps or neutral camps, since their attacks will greatly increase its proc chance. This can also be used to harass lane opponents, particularly if they are melee, since Axe can threaten them with great amounts of physical damage if he manages to get close.
- In-lane, Axe can draw lane creep aggro by ordering an attack on an enemy hero while standing within 500 range of enemy creeps. This will draw the creeps to attack Axe, causing them to proc Counter Helix and allowing him to make quick work of the wave, pushing it towards the enemy.
- In order to punish weak lanes, Axe can cut creep waves with Counter Helix: get behind the enemy tower, intercept the enemy's creep wave, and destroy it with Counter Helix, forcing the enemy to tank your creeps under his tower, which will also make last-hitting harder while also exposing them to tower dives. However, enemy rotations can punish such tactics since Axe will be in an exposed location while creep-cutting, far from assistance and easy to kill.
- If you have successfully purchased Tranquil Boots and are jungling with Counter Helix, one tactic to conserve HP is to drop the Tranquil Boots on the ground before farming the neutral camp. This will prevent the Tranquil Boots from breaking, allowing Axe to pick them up to immediately start replenishing his HP. However, be very wary of enemy heroes encountering Axe while he is jungling, as they can pick up or destroy his Tranquil Boots while they are on the ground.
- Culling Blade allows Axe to immediately kill an enemy if they are at low health, going through spell immunity and any other survivability buffs (including Shallow Grave and Borrowed Time), while simultaneously boosting the attack and movement speed of all nearby allies.
- Effectively, Culling Blade allows Axe to reduce the maximum HP of enemy heroes by the threshold amount, as crossing below that threshold allows Axe to instantly kill them; as a lethal Culling Blade deals its damage as HP removal, there is no way to increase or decrease this amount. It is important to know where these thresholds are in order to make the most efficient use of Culling Blade, however it is also important not to cast it too early, as failing a cull will put the ability on cooldown, preventing it from being used for the rest of the fight.
- Culling Blade will always credit Axe with the kill, giving him the most gold for the kill. This can allow Axe to quickly get the gold for the items he needs, however it can also deny gold to your team's carries and stunt their item progression. If possible, try to use Culling Blade only as a last resort to secure a kill, or to prevent an enemy from participating further in a teamfight.
- Keep in mind, Culling Blade can be blocked by Linken's Sphere even if the enemy is below the kill threshold. Casting Battle Hunger on the target first can break the Linken's Sphere, allowing Axe to finish the target off.
- Culling Blade will reset its cooldown if Axe successfully kills an enemy hero with the spell. This means that if removing enemies from the battlefield is a priority, Culling Blade is capable of eliminating multiple enemies in a span of seconds if he can get them low enough. However, keep in mind that Culling Blade is Axe's most mana-costly ability, so try to conserve enough mana during initiations to meet the demand if needed.
- The speed boost gained from a successful Culling Blade can give Axe's team a powerful mobility advantage. Try to get a successful cull as early as possible in a teamfight, as the boost can make a great difference.
- An Aghanim's Scepter-boosted Culling Blade not only increases in threshold and buff duration, but also drastically reduces the cooldown. One way to exploit this mechanic is to cast Culling Blade on an expendable enemy unit at the start of a fight; this will provide the speed boost at the start of an engagement, and the spell will come off cooldown by the time a cull opportunity on an enemy hero arises.
- Using the console or config files, binding "toggle" and "dota_health_per_vertical_marker" to an unused key can be useful for providing a visual indicator by shifting the vertical markers for HP bars depending on the level of Culling Blade. These visual indicators can show exactly where the thresholds for Culling Blade are, ensuring that the spell can be used at the first possible opportunity. For instance, bind "P" "toggle dota_health_per_vertical_marker 250 325 400 550" will cause the 'P' key to cycle through the listed values.
- As an initiator who needs to build mana and survivability items, Axe can benefit his team through varying itemization.
- Bottle can be a useful purchase on Axe as an off-laner. It gives Axe the ability to replenish his HP and mana to survive harass, and can be replenished by taking runes. Once Axe has his Blink Dagger and begins roaming for kills, he can further keep his HP and mana up by picking up runes as they spawn, and use the runes themselves to further give him advantages during ganks and fights.
- Soul Ring can be a useful early-game item to build on high HP heroes with heavy mana costs like Axe. Having on-demand burst mana can allow him to cast his spells when needed, and he can easily recoup the HP cost with Tranquil Boots. The item itself also provides some passive mana regen and some HP regen as well to increase Axe's self-sustain.
- Urn of Shadows is a good ganking item that gives Axe many benefits. The extra strength increases Axe's HP and base damage, and the passive mana regen helps with his mana problems. Urn charges can be used to add extra Pure damage to fights and ganks, or to heal Axe back up from any damage he incurs during Berserker's Call.
- Medallion of Courage is a useful utility item that gives Axe various benefits. The armor can give Axe more survivability while the mana regen helps to maintain his mana pool. The active can be useful to cast on a taunted enemy during Berserker's Call, as reducing their armor will cause them to take more damage from Counter Helix. The armor buff can also be conferred to allies to give them more survivability, or the debuff can be placed on Roshan to facilitate claiming the Aegis of the Immortal.
- Force Staff gives Axe many strong benefits and is a powerful utility item to carry. The increased intelligence gives Axe a larger mana pool, while the passive HP regen helps to keep Axe's health topped up. The active can give Axe additional mobility, or can be used on teammates to help them initiate or escape. As well, using the active on himself after a successful Blink-Call can allow Axe to quickly kite enemies away, forcing them to follow him during the taunt.
- Vladmir's Offering is a good survivability and self-sustain item. The armor aura helps increase Axe's survivability against physical damage, while the lifesteal, HP regen and flat mana regen aura can keep his mana up and allow him to sustain his HP while farming. All these benefits confer to nearby allies as well, making it a strong teamfight item as well.
- Eul's Scepter of Divinity is an unorthodox item to build on Axe, but can be quite powerful under the right circumstances. The intelligence and powerful scaling mana regen can virtually eliminate Axe's casting problems, while the bonus movement speed make Axe more mobile, allowing him to position and initiate more easily. The cyclone can be used to pin an enemy down and then get within range for an easy Berserker's Call, or can be cast on Axe himself to provide temporary invulnerability while also removing debuffs from him, buying him time and survivability.
- Desolator is an odd item to build on Axe, but can be powerful if he already has enough attack speed to utilize his physical attacks. While it does not give Axe any additional survivability, it allows him to apply an armor debuff to all enemies he attacks, particularly during Berserker's Call, in order to increase Counter Helix damage and allow allied carries to deal more damage with their physical attacks.
- Black King Bar can be a necessary purchase if he is facing a very disable-heavy lineup. Because he jumps right into the middle of the enemy to initiate, he is a prime target for focusing down with magic nukes and stuns, so having spell immunity can allow him to do more in fights.
- Mjollnir is a strong purchase on Axe given his role as a close-range initiator. The item gives him greatly increased attack speed, making his physical attacks much more dangerous, and allows him to bounce Chain Lightning procs during fights to deal magical damage all around to the enemy. The Static Charge active can also be placed on Axe himself right before initiation, further punishing the enemy for attacking him during Berserker's Call.
- Axe's alternate/Fun name was "Mogul Kahnt Touch This", a reference to MC Hammer's famous song U Can't Touch This.
- Axe, Disruptor, and Warlock are all related as they come from the Oglodi tribe.
- Axe's phrase Play "Better red than dead!" is a reversed reference to an American Cold War slogan stating "Better dead than Red".
- Several of Axe's deny and Culling Blade killing blow responses (such as Play "You get nothing. Good day, sir!") are references to Willy Wonka's infamous rage scene in the 1971 movie Willy Wonka & the Chocolate Factory. 
- Axe's name, lore and "one-man army" image may have been inspired by Khan Noonien Singh in the Star Trek series, who was also described as a "one-man army" and killed uncooperative subordinates (along with used-to wearing a red shirt).
May 30, 2014 Patch
November 21, 2013 Patch
June 14, 2013 Patch
January 03, 2013 Patch
- [Undocumented] Added additional animations for Axe when using Force Staff.
August 02, 2012 Patch
- [Undocumented] Added new Axe and Crystal Maiden responses.
April 26, 2012 Patch
- [Undocumented] Added a new teleport end animation for Axe.
April 12, 2012 Patch
March 08, 2012 Patch
- Added idle injured animations for Axe.
February 16, 2012 Patch
- Fixed Battle Hunger self buff sticking on Axe permanently if the spell was dodged by Phase Shift.
- [Undocumented] Added injured and chase animations for Axe.
January 12, 2012 Patch
- Fixed Counter Helix doing the damage when the attack impacted rather than started.
December 01, 2011 Patch
November 17, 2011 Patch
- Fixed the following ability interactions with Repel/Purge: Inner Vitality, Weave, Moonlight Shadow, Overload, Holy Persuasion, Warcry, Shadow Word, Focus Fire, Shukuchi, Berserker's Call, Chilling Touch.
October 13, 2011 Patch
October 06, 2011 Patch
August 02, 2011 Patch
July 29, 2011 Patch
July 01, 2011 Patch
May 26, 2011 Patch
May 20, 2011 Patch
April 20, 2011 Patch
April 14, 2011 Patch
April 09, 2011 Patch
February 04, 2011 Patch
January 27, 2011 Patch
- Battle Hunger
- Reduced duration from 10/12/14/16 to 10.
- Increased damage from 15/20/25/30 to 16/24/32/40.
- Reduced cast range from 900 to 750.
- Increased movement speed bonus and slow from 10 to 12%.
- Reduced manacost from 75/85/95/105 to 75.
- Increased Berserker's Call radius from 275 to 300.
- Battle Hunger
- Reduced duration from 10/13/16/19 to 10/12/14/16.
- Reduced damage from 15/21/27/33 to 15/20/25/30.
- Increased Movement speed slow/bonus from 8% to 10%.
- Is now dispellable.
- Counter Helix
- Reduced cooldown from 0.55/0.5/0.45/0.4 to 0.45/0.4/0.35/0.3.
- Now hits siege units.
- Culling Blade
- No longer goes on cooldown if it successfully kills a hero.
- Reduced manacost from 120/160/200 to 60/120/180.
- Reduced kill threshold from 300/450/625 to 250/350/450
- Increased speed bonus from 25% to 40%
- Increased speed bonus radius from 600 to 900.
- The 40% speed bonus now applies to attack speed as well.
- Aghanim's Scepter now increases the speed bonus duration from 6 to 10.
- Aghanim's Scepter now increases the kill threshold from 250/350/450 to 300/450/625.
- Reduced Counter Helix cooldown from 0.65/0.6/0.55/0.5 to 0.55/0.5/0.45/0.4.
- Increased base health regeneration from 1 to 1.25.
- Undid melee hero collision change from 6.72c
- Melee hero collision size now reduced from 24 to 12.
- Battle Hunger
- Reduced duration from 10/15/20/25 to 10/13/16/19.
- Increased damage from 15/15/20/25 to 15/17/25/33.
- Overall, same damage over a shorter duration.
- Fixed Battle Hunger failing to detect when the affected unit killed a units with certain spells.
- Battle Hunger
- Reduced cooldown from 25 to 25/20/15/10.
- Reduced manacost from 105/115/125/135 to 75/85/95/105.
- Berserker's Call
- Increased radius from 100/150/200/250 275 on each level.
- Increased duration from 3.5 on each level to 1.5/2/2.5/3.
- Counter Helix
- Changed damage type from universal to physical.
- Reduced damage from 175 to 100/125/150/175.
- Rescaled proc chance from 5%/10%/15%/20% to 15% on each level.
- Fixed some memory leak issues on Battle Hunger.
- Culling Blade
- Reduced damage from 200/300/400 to 150/250/300.
- Increased kill threshold from 290/400/550 to 300/450/625.
- Fixed some memory leak issues on Berserker's Call.
- Counter Helix
- Fixed an issue where its chances to proc got worse if many units attacked axe.
- Fixed Axe permanently spinning until Axe is ordered to move.
- Fixed some memory leak issues.
- Culling Blade
- Fixed interaction with Blade Mail.
- Fixed some memory leak issues.
- Battle Hunger
- Reduced cooldown from 30 to 25.
- Increased manacost from 75/90/105/120 to 105/115/125/135.
- Increased damage from 10/15/20/25 to 15/15/20/25.
- Reduced duration from 20/25/30/35 to 10/15/20/25.
- Counter Helix
- Increased damage from 150 to 175.
- No longer whirls the triggering unit around axe when it was in range.
- Culling Blade
- Increased damage from 100/200/300 to 200/300/400.
- Increased kill threshold from 175/290/400 to 290/400/550.
- Increased manacost from 95/135/175 to 120/160/200.
- Reduced cooldown from 75 to 75/65/55.
- ↑ https://www.youtube.com/watch?v=M5QGkOGZubQ