Batrider

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Batrider
Batrider.png
Strength
23 + 2.4
Agility
15 + 1.5
Intelligence
24 + 2.5
Level Base 1 16 25
Health 200 660 1420 2200
H. Regen 2 2.69 3.83 5.02
Mana 50 338 806 1298
M. Regen 0.01 0.97 2.55 4.17
Damage 14‒18 38‒42 77‒81 118‒122
Armor 0 2.14 5.64 10.14
Spell Dmg 0% 1.5% 3.97% 6.5%
Att / Sec 0.58 0.67 0.81 1
Movement Speed 290
Turn Rate 1.0
Vision Range 1200/800
Attack Range 375
Projectile Speed 900
Attack Animation 0.3+0.54
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24
Legs 2

Batrider is a ranged intelligence hero who excels in lane control and harassing enemies, especially in the early phase of the game. Usually, Batrider is played as a heavy support, items are not needed to utilise his abilities. Batrider is a mobile burst damage raider, capable of dealing enormous amounts of damage on stacks, at a risky close range. Before moving in for the kill, the Batrider hinders his targets with Sticky Napalm, a stacking debuff ability that slows his enemies and amplifies the damage taken from Batrider himself, be it with attacks, spells, or items. When his enemies are greatly crippled, he is ready to attack. With Flamebreak, he launches an explosive cocktail which damages and knocks back enemies in a targeted area. Then, the Batrider activates his Firefly ability, allowing the Batrider to fly high in the sky, creating a burning trail of liquid fire, scorching enemies who dare to go in his path, while giving him the ability to cross and phase through impassable grounds. With Sticky Napalm stacked, he is capable of amplifying and inflicting massive damage quickly, burning them with Flamebreak and Firefly. The Batrider then uses his ultimate, Flaming Lasso, which catches a target with a lasso, shackling and pulling them to his Firefly trail or to the clutches of his merciless allies. When these spells are used altogether, the Batrider is a dangerous enemy that enemies should be aware of, risking his own safety, but enough to cause fiery chaos and mass destruction.

Bio[edit | edit source]

Batrider Batrider
Play "It's not the bat you gotta worry about. She eats fruit."
Role: Initiator Initiator / Jungler Jungler / Disabler Disabler / Escape Escape
Lore: There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside....
Voice: Dave Fennoy (Responses)

Gameplay[edit | edit source]

Batrider excels in his lane in the early game, and plays as a highly mobile, damage dealing Hero. His Sticky Napalm slows targets and increases his damage against them, and can stack up to 10 times. Once properly coated, Batrider can stun a target and leave them open with his Flamebreak, which stuns, knocks back, and deals high damage. He can use this to clear out more dangerous enemies, and stun targets while he moves in for the kill. His last two abilities, Firefly and Flaming Lasso work best together. Firefly allows him to move over any terrain, leaving a trail of fire behind him that burns enemies and destroys trees. Flaming Lasso pulls the target enemy behind him and into his allies. When used together, it allows him to pull an enemy into his fire, igniting them, and dealing significant damage.

Batrider's lane dominance comes from his Sticky Napalm, which makes last hitting a cinch, and Flamebreak, which knocks enemy Heroes away from the creep wave. He can also harass easily, by stacking Sticky Napalm on a target and either stunning them with Flamebreak, flying over them with Firefly, or by doing both to deal massive damage. His high attribute gains make him very dangerous, as he cannot only tank a lot of damage, but can also output a lot with his large Mana supply. Batrider can also gank very easily, able to appear from anywhere with his Firefly ability, stun an enemy with Flamebreak, and then immediately grab them with Flaming Lasso. In teamfights, he can also very easily isolate an enemy and remove them temporarily, while still dealing tons of damage to the enemy team by flying past with Firefly. He is not very item-dependent, only requiring a blink dagger to be effective, though greatly benefits from items that provide health and mana for him to deal significant damage to enemy units who are amplified by Sticky Napalm, cast his spells long enough, and for him to function as a potent semi-carry with his spells.

Abilities[edit | edit source]

Sticky Napalm
Does not pierce Spell Immunity. Play
Q
C
Sticky Napalm icon.png
Ability Affects Damage
Target Area Enemies Magical
Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies in the area. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks. The extra damage is halved against creeps.
Cast Animation0.2+0
Cast Range: 700
Effect Radius: 375
Max Stacks: 10
Hero Damage per Stack: 10/15/20/25
Creep Damage per Stack: 5/7.5/10/12.5
Move Speed Slow per Stack: 3%/5%/7%/9%
Turn Rate Slow: 70%
Stack Duration: 8
Cooldown 3
Mana 20
Does not pierce Spell Immunity. Slow persists and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Sticky Napalm: Dispellable with any dispel.
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.

Notes:

  • Applies a debuff on enemies inside the area. Leaving or entering the area afterwards has no effect.
  • Each cast refreshes the duration of the whole stack while adding one more stack.
  • The debuff slows and causes the damage. It also shows the amount of current Sticky Napalm stacks on the target.
  • Affected unit also have a number above them, showing how many stacks are on them. This number is visible to Batrider only, however, he requires vision over the target to see it.
  • Can slow movement speed for up to 30%/50%/70%/90%. One stack is enough to apply the 70% turn rate slow.
  • Can deal up to 100/150/200/250 (50/75/100/125 to creeps) damage per triggering damage instance (before reductions).
  • Batrider himself has to cause the damage. Other units under his control do not trigger Sticky Napalm.
  • Sticky Napalm deals its damage in a separate damage instance, right after the triggering damage.
  • Provides 400 radius flying vision at the targeted point upon cast for 2 seconds.


Flamebreak
Does not pierce Spell Immunity. Play
W
R
Flamebreak icon.png
Ability Affects Damage
Target Area Enemies Magical
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage to enemies in the area.
Cast Animation0.2+0.63
Cast Range: 1500
Effect Radius: 375
Damage per Second: 25/30/35/40
Max Knockback Distance: 400
Knockback Duration: 0.25
Damage Duration: 3/4/5/6
Cooldown 14
Mana 110/120/130/140
Does not pierce Spell Immunity. Attempts to damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Knockback: Dispellable with strong dispels.
Debuff Flamebreak Damage: Dispellable with any dispel.
A molotov cocktail is the weapon of choice for Batrider.

Notes:

  • Flamebreak travels at a speed of 900 until reaching the targeted point.
  • The projectile has 175 radius flying vision. This vision does not last.
  • The knockback is not a set distance. The knockback pushes every enemy so they are 400 range away from the center of the targeted area. So the minimum knockback distance is 25.
  • The knockback duration is always same, so the speed varies between 100 (25 knockback distance) and 1600 (400 knockback distance).
  • Can push units over impassable terrain. Any tree a knocked back unit collides with gets destroyed.
  • Applies a debuff on affected targets upon projectile impact.
  • Deals damage in 1 second interval, starting 1 second after the debuff is placed, resulting in 3/4/5/6 total instances.
  • The debuff from successive casts does not stack, only the duration gets refreshed.


Firefly
Cannot be used by illusions. Does not pierce Spell Immunity. Play
E
E
Firefly icon.png
Ability Affects Damage
No Target Enemies / Self Magical
Batrider takes to the skies, laying down a trail of flames from the air. The fire damages any enemies it touches, and destroys trees below Batrider. While flying, Batrider gains unobstructed movement and vision.
Cast Animation0+0
Damage Radius: 200
Damage per Second: 10/30/50/70
Duration: 18
Cooldown 40
Mana 100
Cannot be used by illusions. Illusions created during Firely are not flying units.
Modifiers
Buff Firefly: Undispellable.
When an enemy escapes into the Yama Raskav Jungle, most would cut through the brush to find the fugitive. Batrider just chooses to destroy the jungle along with his foes.

Notes:

  • Firefly interrupts Batrider's channeling spells upon cast.
  • Temporarily turns Batrider into a flying unit, allowing him to fly over impassable terrain, units and buildings and have flying vision.
  • The entire spell effect lasts 18 seconds, meaning when the duration ends, the entire flame trail disappears as well.
  • Damage is dealt to every enemy unit which comes within 200 radius of the fire trail.
  • Deals 5/15/25/35 damage in 0.4 or 0.5 second intervals, starting 0.1 seconds after cast, the first interval is 0.4 second, the rest are 0.5 second, resulting in 37 damage instances.
  • Can deal up to 185/555/925/1295 damage to a single unit (before reductions) when it stays in range for the full duration.
  • During Firefly, every tree within 100 radius of Batrider is destroyed.
  • The fire trails from successive casts fully stack. Each cast creates its own fire trail.
  • When Batrider dies during Firefly, the fire trail still stays for the remaining duration.
  • During Firefly, Batrider can neither trigger, nor takes damage from Land Mines icon.png Land Mines​.


Flaming Lasso
Partially blocked by Linken's Sphere. Pierces Spell Immunity. Play
R
F
Flaming Lasso icon.png
Ability Affects Damage
Target Unit Enemies
(Can be Improved by Aghanim's Scepter. Enemy Heroes)
Magical
Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
Cast Animation0.2+0.63
Cast Range: 100
Secondary Target Search Radius: 0 (Can be Improved by Aghanim's Scepter. 400)
Break Distance: 400
Damage per Second: 0 (Can be Improved by Aghanim's Scepter. 100)
Duration: 3/3.5/4
Cooldown 90/75/60
Mana 225
Partially blocked by Linken's Sphere. Blocked fully only when primary target. When blocked, Batrider is not disarmed either.
Can be Improved by Aghanim's Scepter. Flaming Lasso grabs both its target, as well as the target's nearest allied hero within 400 range. The secondary target is tethered to the first. Also causes Flaming Lasso to deal 100 damage per second.
Modifiers
Debuff Flaming Lasso: Dispellable with strong dispels.
Debuff Flaming Lasso Damage: Dispellable with strong dispels.
Debuff Flaming Lasso Self: Undispellable.
Few dare to ask to ride on the bat, as Batrider gives them free of charge.

Notes:

  • Flaming Lasso fully disables the target for its duration.
  • Drags the targeted unit with a 300 distance behind Batrider. Can drag the target over impassable terrain.
  • If at any time the distance between Batrider and the target get greater than 400, the lasso breaks.
  • The lasso also breaks when either Batrider or the target dies. Casting Dismember icon.png Dismember​ or Walrus Kick icon.png Walrus Kick​ on the lasso target breaks the lasso as well.
  • Batrider is disarmed during Flaming Lasso. The disarm either lasts 3/3.5/4 seconds, or until the lasso is broken, whichever is shorter.
  • It is possible to have multiple units lassoed at the same time (e.g. by using Refresher Orb icon.png Refresher Orb).
  • Can be cast on Roshan, but he neither is disabled nor dragged (Can be Improved by Aghanim's Scepter. nor damaged). Batrider is still disarmed.
  • Aghanim's Scepter icon.png Aghanim's Scepter causes the closest allied hero (including creep-heroes and illusions) of the target within a 400 range to get lassoed as well. It does not lasso any non-hero units.
    • The secondary target is bound to the first, so it is dragged after it, at the same distance as the primary target is dragged behind Batrider.
    • This means the secondary target is dragged 600 distance behind Batrider.
    • The secondary lasso breaks when the primary lasso breaks. It can also be broken individually (with teleports).
  • The damage added by Aghanim's Scepter affects both lassoed targets.
  • Deals 50 damage in 0.5 second intervals, starting immediately upon cast, resulting in 6/7/8 possible instances.


Recommended items[edit | edit source]

Starting items:
  • Tango gives needed health regeneration during the laning phase.
  • Iron Branch gives cheap health, mana, and damage and can later be built into a Magic Wand.

Early-game items:

  • As a ganking hero Urn of Shadows gives more killing power and sustainability.

Core items:

Situational items:

  • Force Staff can be used while lassoing a target, allowing you to drag them even further.
  • Eul's Scepter of Divinity gives extra movement speed which can be crucial when ganking. The active can be used defensively to dispel silences or to wait out a cooldown, or offensively as a disable.
  • Boots of Travel gives unmatched global presence and the extra movement speed allows Batrider to drag enemies farther during his ultimate.
  • Black King Bar prevents Batrider from being stopped by most stuns meaning he can drag the target further out of position without dying as quickly himself.
  • Aghanim's Scepter seems pretty expensive on Batrider, but it can prove itself seriously efficiency. Because, it allows him to catch two heroes instead of one, and if it haves Refresher Orb, it can catch two more, which means he can become a real threat to grouped heroes on low HP.

Counters[edit | edit source]

Equipment[edit | edit source]

Tips[edit | edit source]

  • Batrider can effectively jungle early with a few points put into Firefly icon.png Firefly​ and Sticky Napalm icon.png Sticky Napalm​. Make sure to stack the camps to maximize income!
  • Make sure you have a Blink Dagger icon.png Blink Dagger and a Smoke of Deceit icon.png Smoke of Deceit when you gank with Flaming Lasso icon.png Flaming Lasso​. Most enemies will not know what hit them.
  • Remember that Batrider has only 1200 day vision while most other heroes have 1800, keep this in mind when ganking.
  • During the mid-game, remember to go for ganks with smoke, often times only one other hero is needed to secure kills.
  • Use Firefly icon.png Firefly​ to approach enemies from angles they would not expect you, or to hide in the trees and wait for an opportunity to arise.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity is a great pickup for Batrider. It gives you movement speed to improve Lasso effect, mana regen to help spam your abilities and also another disable to help in teamfights or to disjoint projectiles.
  • Batrider should center around movement speed and positioning items to get the most out of his ultimate.
  • Batrider can dominate the middle lane thanks to Sticky Napalm icon.png Sticky Napalm​, and even be able to go for kills with Firefly icon.png Firefly​ and a few stacks of napalm on the enemy midlaner.
  • Batrider can also be a viable solo offlaner thanks to flying movement Firefly icon.png Firefly​ gives, allowing for a somewhat reliable escape from bad situations.
  • Octarine Core icon.png Octarine Core can be bought in late game as a luxury item, which will give you a much higher health and mana pool supplying health and mana regen, magic lifesteal which will fit with Firefly icon.png Firefly​ and Flamebreak icon.png Flamebreak​ and also will reduce your cooldowns allowing for an even better spam of all skills.
  • Aghanim's Scepter icon.png Aghanim's Scepter can be bought as a way of initiating on 2 clumped up targets, this can be devastating late game as it means batrider can effectively pull two targets out of position with Flaming Lasso icon.png Flaming Lasso​.

Trivia[edit | edit source]

  • Batrider is occasionally referred to as "Batman" in game, mostly due to the recent popularity of Christopher Nolan's Dark Knight trilogy starring Christian Bale and Gary Oldman.
  • Batrider's real name in DotA was Jin'zakk.
  • After killing Faceless Void, Batrider says Play "Hey Void! Have you seen Bat to the Future?", which is a reference to the film "Back to The Future"
  • Batrider's concept may well be based on Project X-Ray, a military strategy developed during World War II which involved using bats equipped with small, timed, napalm-like incendiaries to decimate towns (See Alexis C. Madrigal's "Old, Weird Tech: The Bat Bombs of World War II," in The Atlantic, 14 April 2011).


Gameplay[edit | edit source]

Audio[edit | edit source]

History[edit | edit source]


Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]