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23 + 2.4
15 + 1.5
24 + 2.5
Level 1 16 25
Hit Points 587 1309 2050
Mana 312 819 1352
Damage 38‒42 77‒81 118‒122
Armor 2.1 5.53 9.94
Attacks / Second 0.67 0.81 1
Movement Speed 290
Turn Rate 1.0
Sight Range 1200/800
Attack Range 375
Missile Speed 900
Attack Duration 0.3+0.54
Cast Duration 0.2+0.7
Base Attack Time 1.7
Collision Size 24

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 abilties. 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.


Batrider Batrider
Play "It's not the bat you gotta worry about. She eats fruit."
Role: Pip initiator.png Initiator / Pip disabler.png Disabler / Pip ganker.png Nuker / Pip tank.png 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)


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 can not only tank a lot of damage, but 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.


Sticky Napalm
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Sticky Napalm icon.png
Ability Affects Damage
Target Point 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.
Range: 700
Radius: 375
Bonus Damage: 10/15/20/25
Duration: 8
Movement Speed Slow: 3%/5%/7%/9%
Turn Rate Slow: 70%
Cooldown 3 Mana 20
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.


  • Bonus damage for Firefly is dealt per-second.
  • Sticky Napalm damage is calculated as extra damage per instance, meaning that if damage is calculated per tick (0.1 seconds) it will deal extra damage per tick
  • Damage from Sticky Napalm is dealt as a separate instance from each instance of damage it amplifies. This makes the ability exceptionally strong at tearing apart Templar Assassin's Refraction, and makes it stack with other amplification, such as Shadow Demon's Soul Catcher especially well.
  • Provides vision around the target point.
  • Bonus damage is halved against non-hero units.
  • 1 stack from sticky napalm gives the full turn-rate slow.

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
Flamebreak icon.png
Ability Affects Damage
Target Point Enemies Magical
Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon arriving at the location, the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.
Range: 1500
Radius: 375
Damage: 75/150/225/300
Stun Duration: 0.5
Cooldown 14 Mana 140
A molotov cocktail is the weapon of choice for Batrider.


  • The targets will be knocked back a varying distance, based on the distance to the center of the explosion (10-400 units).

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Firefly icon.png
Ability Affects Damage
No Target Enemies 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.
Damage Over Time: 20/40/60/80
Radius: 200
Duration: 18
Cooldown 40 Mana 100
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.


  • During this Batrider can fly above units, trees and impassable terrain.
  • Has an instant cast time.
  • If duration ends when above impassable terrain, Batrider can get stuck.
  • The fire destroys trees when flying above them.
  • Grants Batrider unobstructed vision, allowing him to see past trees and other obstacles.
  • Can stack with itself.
  • The trail persists through Batrider's death.
  • Batrider neither triggers, nor takes damage from Land Mines icon.png Land Mines during Firefly.

Flaming Lasso
Not blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Flaming Lasso icon.png
Ability Affects
Target Unit Enemies
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.
Range: 100
Duration: 3/3.5/4
Cooldown 90/75/60 Mana 225
Few dare to ask to ride on the bat, as Batrider gives them free of charge.


  • Killing Batrider or the target will break the lasso before its expiration.
  • If Batrider moves more than 400 units in 0.05s the lasso breaks.
  • Batrider cannot attack while using Flaming Lasso.

Recommended items[edit]

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.



  • 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.

Update history[edit]

June 14, 2013 Patch

  • Fixed Flamebreak icon.png Flamebreak being a constant 300 knockback distance instead of a variable amount (10->400) based on the distance from the center of the blast.

June 05, 2013 Patch

February 07, 2013 Patch

October 25, 2012 Patch

July 26, 2012 Patch

  • [Undocumented] Updated Batrider's textures.

June 20, 2012 Patch

  • Fixed Batrider and Outworld Devourer having 1 too little armor.

May 17, 2012 Patch

  • Fixed bug with refreshing old stacks of Napalm after upgrading the ability.

May 10, 2012 Patch

  • Fixed Flamebreak to not trigger Sphere.

April 13, 2012 Patch

  • Fixed Batrider being stuck on a unit if Firefly ends on top of another unit

April 12, 2012 Patch

  • Fixed Firefly destroying trees in a bigger aoe than intended.
  • Fixed Flamebreak hitting magic immune units (6.74b change).

March 22, 2012 Patch

  • Fixed Flamebreak not having an aoe targeting cursor.

March 08, 2012 Patch

  • Fixed being unable to easily pull units over cliffs with Flaming Lasso.
  • Fixed timing of Firefly damage ticks.
  • Fixed rounding error with Firefly damage ticks.

February 16, 2012 Patch

  • Fixed Flamming Lasso being interrupted by an enemy Force Staff.
  • Fixed turn rate.
  • Fixed Firefly having a cast time.
  • Added stack counter effect for your team when using Sticky Napalm.

January 26, 2012 Patch

January 20, 2012 Patch

December 01, 2011 Patch

  • Fixed level 4 Sticky Napalm making turn rate faster rather than slower.
  • Fixed Flamebreak being able to knock Roshan out of his area.

November 03, 2011 Patch

  • Fixed Firefly being purgable.
  • Fixed Sticky Napalm working on ancients.
  • Fixed Sticky Napalm not temporarily revealing the area.
  • Fixed Flaming Lasso not ending when Batrider dies.
  • Enabled Huskar, Batrider and Jakiro for Captain's Mode.

October 27, 2011 Patch

  • Added Batrider Batrider!

October 13, 2011 Patch

  • Batrider now plays an animation when he starts Fireflying.

Balance changelog[edit]



  • Sticky Napalm icon.png Sticky Napalm bonus damage is now halved against non-hero units.



  • Attack animation time improved from 0.5 to 0.3.


  • Base damage reduced from 48-52 to 38-42.
  • Vision reduced from 1400 to 1200.
  • Flaming Lasso icon.png Flaming Lasso cast range reduced from 175 to 100.


  • Flamebreak icon.png Flamebreak cooldown increased from 11 seconds to 14.


  • Vision decreased from 1800/800 to 1400/800.
  • Flamebreak icon.png Flamebreak manacost increased from 80/100/120/140 to 140.



  • Strength gain decreased from 2.7 to 2.4.


  • Cast animation time decreased from 0.3 to 0.2.
  • Strength growth increased from 2.0 to 2.7.
  • Turn rate improved from 0.4 to 1.0.
  • Firefly icon.png Firefly duration increased from 15 to 18 seconds.
  • Firefly icon.png Firefly damage trail no longer instantly disappears when Batrider dies.


  • Flamebreak icon.png Flamebreak is now a targeted AoE spell. It no longer explodes on the first unit in a path. It travels towards the targeted destination and does its effect there. Projectile speed 900 (instead of 750).


  • Armor reduced by 1.


  • Created.


See also[edit]