Leviathan the Tidehunter is a melee strength hero who is formidable due to his uncommonly tough hide and his ocean spells that sweep enemies upward. He can be played as a support or as an Offlane hero whose greatest strengths lie in being able to take heavy amounts of damage in the early game and the disabling powers of his spells.
Though he does not deal especially high damage at any point in the game, his spells can have a devastating effect on the enemy without expending much mana. He is able to send forth a spray of water to slow down the enemy retreat and his outrageous ultimate, Ravage, throttles enemies in a massive area around him. The durability of his Kraken Shell allows him to shrug off damage for absurd survivability against low damage attacks. Tidehunter's ability to shrug off damage and his enormous strength gain makes him very durable, and the power of his spells means he is a tank the enemy very much needs to target.
| Leviathan, the Tidehunter
| Play "You can't hide from the tide."
|| Initiator / Durable / Disabler / Support
|| The Tidehunter known as Leviathan was once the champion of the Sunken Isles, but his motives are as mysterious as those of his people. We all know the importance of the Drylanders' shipping lanes, how empires may rise and fall according to who controls the open water. Far less is known of the submarine lanes, and how the warring tribes of the Meranthic Diaspora have carved out habitations through endless undersea skirmishes. In the fragile treaties between the Mer and Men, we can glimpse the extent of the drowned empires, but their politics appear complex and opaque. It would seem that Leviathan tired of such petty strife, and set off on his own, loyal only to his abyssal god, Maelrawn the Tentacular. He stalks the shallows now in search of men or meranths who stray into his path, and with a particular loathing for Admiral Kunkka, who has long been his nemesis for reasons lost in the deepest trenches of the sea.
|| Eric Newsome (Responses)
- Only reduces damaged based on the hit unit's base damage.
- Ravage spreads at a speed of 775.
- Stun duration consists of 0.52 seconds air time + 1.5/1.8/2.25 actual stun time.
- Ravage damages and stuns within a 250 width ring which spreads around Tidehunter upon cast. It does not affect the full 1025 radius when reaching the max distance.
- This means it is possible to evade the effects by blinking between Tidehunter and the expanding ring shortly after cast.
- So units within 250 radius upon cast are hit instantly and it takes exactly 1 second for the ring to travel the remaining 775 of the radius, since its speed is 775.
- Damage is applied after the 0.52 seconds air time.
- Tango and Healing Salve are basic regen requirements no matter what lane Tidehunter is placed in. They give him HP sustain and ensure he cannot be forced out of the lane by enemy harass.
- Clarity is useful for replenishing Tidehunter's small base mana pool, as Anchor Smash does not cost a lot of mana and Gush is a powerful disable that is handy to have available at all times.
- Gauntlets of Strength and Circlet are quite expensive, but can greatly improve Tidehunter's health pool and last-hitting power, both of which are very useful when playing in the off-lane. If playing as a safe-lane support though, such stats are not strictly needed and you should instead purchase support items such as the Animal Courier and Observer Wards, and cheaper stat items like Iron Branches.
- Magic Stick is useful for giving Tidehunter a measure of burst regen in emergency situations. A full-charge Magic Stick can give enough mana to cast one more spell in the early game.
- Boots of Speed are critical for purchasing on Tidehunter whether in the safe- or off-lane. In the off-lane, more movement speed may be required to evade gank attempts, and in the safe-lane it may be needed to quickly position yourself to cast Gush during a gank.
- Bracer gives Tidehunter more stats, particularly Strength, increasing his tankiness.
- Magic Wand gives Tidehunter more stats, as well as increased charge capacity. Given his small mana pool, a Magic Wand serves all the same purposes as a Magic Stick and can be useful to keep at all times.
- Arcane Boots increase the size of Tidehunter's small mana pool, and give him the ability to replenish teammates' mana as well, an important duty for a support hero.
- Blink Dagger is possibly Tidehunter's most important core item, as it allows him to easily position himself to cast Ravage, which is one of the most powerful teamfight abilities in the game. It also allows him to chase enemies and cast Gush more easily, and can be used as an escape tool as well.
- Town Portal Scroll should always be carried, as Tidehunter's powerful disables can turn teamfights in his team's favor. As such, being able to show up to teamfights, ganks and counter-ganks at all times is very important.
- Heart of Tarrasque is an expensive luxury item to farm, but can allow Tidehunter to stand in the middle of teamfights and absorb large amounts of damage, particularly due to Kraken Shell.
- Radiance is a highly situational item that can be useful for tanking and chasing. Its burn damage can force the enemy to engage you in teamfights, using their spells on you instead of teammates, and it can be a useful chasing tool as it allows Tidehunter to damage enemies without stopping to cast spells, as well as prevent any Blink Daggers from coming off cooldown.
- Shiva's Guard gives Tidehunter a much larger mana pool, allowing him to cast spells much more frequently, and the armor and aura give him even more survivability against physical damage. Its active ability can be used after a successful Ravage, slowing the enemy's movement speed after the long stun duration.
- Assault Cuirass is a highly situational aura item, as Tidehunter does not benefit greatly from having more attack speed. However, it does pass on attack speed and armor benefits to all nearby allies, and the enemy armor reduction stacks with that of Gush. Combined with Anchor Smash's base damage reduction on foes, it can shift physical damage disparity in favor of your team.
- Pipe of Insight is a powerful tank and aura item, as it greatly reduces the amount of damage Tidehunter takes from magic nukes, thus greatly increasing the power of Kraken Shell. Its active ability also shields teammates from magic damage.
- Refresher Orb can extend Ravage's duration by casting it twice, making it easier for allies to turn the tides of a teamfight. Make sure you have enough mana to pull it off, though.
- Drum of Endurance is useful both as a stat and aura item, as it gives Tidehunter stats across the board, particularly Intelligence for his mana pool and movement speed for mobility. The aura, especially the active portion can benefit your team when cast during a teamfight.
- Tidehunter can be played as an initiator or a tank, or some combination inbetween. While he possesses strong initiating power with Ravage, he can also engage enemies at the front lines and debilitate their ability to fight his team with Anchor Smash while shrugging off their damage and debuffs with Kraken Shell.
- Tidehunter's flexibility allows him to be played either as a safe-lane support or solo off-laner. His skill and item build will differ drastically depending on which path is taken.
- Played as a support, Tidehunter should focus on purchasing support items and harassing the enemy's off-laner. Generally he will get his Blink Dagger much later, if at all, due to not being given farm or experience priority. Anchor Smash can discourage the enemy from approaching lest they take damage and have their last-hitting power greatly reduced, and Gush can slow them for chain-disables and kills.
- Played as an off-laner, Tidehunter should focus on surviving while also harassing the enemy's carry and supports. Kraken Shell allows Tidehunter to ignore the enemy's harass damage, while he can use Anchor Smash to harass the enemy down and prevent their carry from getting easy last-hits. Off-lane Tidehunter benefits greatly if the enemy's carry (and optionally supports as well) is also melee, as they must approach the creep wave to last-hit, making casting Anchor Smash much easier.
- Gush is a powerful early-game disable, as it slows the target's movement speed by 40% for 4 seconds. During ganks, this can often be enough to slow an enemy enough to catch them with additional disables. As such, no matter what lane Tidehunter is placed in, at least one early point in Gush is highly recommended.
- Gush also reduces the target's armor, increasing their vulnerability to not only right-clicks but Anchor Smash as well, since it deals physical damage. Keep this in mind when casting Gush, as it can be used not only as a disable but as an armor debuff to help your carries deal more damage.
- Kraken Shell is a powerful form of damage block as it has a 100% proc chance. In the off-lane, it is recommended to get at least two early levels in the ability, as this equates to having a Poor Man's Shield that also works 100% of the time against tower and creep attacks.
- After taking enough player damage, Kraken Shell applies a Strong Dispel on Tidehunter. This includes not only many powerful debuffs, but stuns as well, drastically increasing Tidehunter's survivability. As such, even in the late game Kraken Shell is a very powerful ability as it prevents Tidehunter from being chain-disabled or permanently silenced, ensuring that he will always be ready to cast his spells when needed.
- Kraken Shell's damage threshold decreases as it is leveled up. For this reason, building HP items on Tidehunter will greatly increase its usefulness, as Tidehunter can reach the threshold multiple times the more HP he has.
- Anchor Smash is a great way to clear creeps and farm for Tidehunter. Due to its low Mana cost, it can be used to harass enemies, especially melee heroes.
- Anchor Smash's duration increases in tandem with its cooldown decreasing as the ability is leveled. This means that from level 2 onwards, you can keep one or more enemies' attack damage crippled indefinitely, as the cooldown matches the debuff duration.
- Do not underestimate the 60% damage reduction from Anchor Smash at level 4. If you use it on a hero with powerful basic attacks, such as Ursa, their damage output will be severely reduced.
- Ravage is your most powerful teamfight ability, as its wide effect radius and long stun duration can completely stop the entire enemy team in their tracks. Use it to initiate or counter-initiate teamfights, but beware its extremely long cooldown, and don't be afraid to hold onto it if you don't think it will drastically benefit your team, even if it means your death.
- Remember that while Ravage travels quickly, it does take a brief time to extend to its maximum range. Very alert opponents might be able to blink away or activate spell immunity before they are stunned, so be sure to blink in closer to those heroes to reduce their window of escape.
- Should the enemy team have a Rubick, it is critically important to cast another one of your spells (generally Anchor Smash) after casting Ravage, as an ability so devastating could easily be the deciding factor in a teamfight should Rubick steal it.
- With enough levels in Anchor Smash and Kraken Shell, Tidehunter can farm Ancient creeps fairly reliably, especially if they have been stacked by teammates a few times. Anchor Smash deals physical area-of-effect damage that hits all the creeps simultaneously while also reducing their attack damage, and the damage block from Kraken Shell further reduces any damage that they are able to do, often to zero. This can be useful for giving Tidehunter levels and farm for items at any point in the game, whether it's to help him recover from a bad laning phase or to supplement his gold and experience gain.
- Given Tidehunter's great tankiness and powerful disables, he benefits from the purchase of numerous items for his team.
- When played as a safe-lane support, it is important to purchase the Animal Courier and/or Observer Wards for your team. Your free inventory space should be filled with Iron Branches for cheap stats, and you should upgrade to the Flying Courier when possible.
- Force Staff is a useful mobility item to purchase that also serves as utility for your team. The extra Intelligence helps with giving Tidehunter a bigger mana pool, and the active ability can be used to position yourself for your spells as needed. While not as powerful as Blink Dagger, it is easier to build should you be having trouble farming.
- Blade Mail is a good mid-game item that gives Tidehunter many great benefits. The increased Intelligence and armor give Tidehunter more mana and survivability, especially if he is playing as a tank rather than initiator, and the active allows Tidehunter to take advantage of his massive health pool to discourage enemies from attacking him further.
- Rod of Atos is a useful chasing item that gives Tidehunter many benefits. The additional HP makes Tidehunter much beefier, while the Intelligence gives him a much bigger mana pool. The active ability can be cast over long distances, allowing you to chase down fleeing enemies far more easily and apply Gush to them, slowing them even further.
- Mekansm is a useful utility item that can be purchased as a tank Tidehunter. On top of giving him armor and more stats, the heal can greatly benefit your team as you are not likely to die before using it. On top of your general durability and ability to interrupt the enemy team's initiation with Ravage, you can greatly discourage the enemy from engaging you by standing on the front lines. However, mind its expensive mana cost, and be sure to increase the size of your mana pool first if you intend on building this.
- Veil of Discord is a helpful item to help you initiate and contribute more to teamfights. Along with the all-around stats and armor increasing your mana pool and tankiness, the item's active ability allows you to reduce the enemy's magic resistance prior to a Blink-Ravage combo, giving your team's casters an additional edge in teamfights.
- The name Leviathan is derived from a sea monster in the Bible. It is also used to refer to any large sea monster or creature. 
- Previous designs of Tidehunter had him use a large hook as a weapon. This was later replaced by an anchor based on community feedback for several reasons:
- To match the theme of Anchor Smash
- To add a reference to the model Tidehunter uses in Warcraft 3 DotA (which also uses a giant anchor as weapon)
- To add another connection between Tidehunter and Kunkka (the anchor is supposedly stolen from one of Kunkka's flagship, as written in the lore of Anchor Smash).
- Tidehunter's line Play "Ha ha ha! Women and children and Kunkka first." is a reference to the Birkenhead Drill, a historical protocol where women and children's lives would be saved first in the case of a life threatening situation, typically the sinking of a ship.
June 14, 2013 Patch
February 07, 2013 Patch
October 18, 2012 Patch
July 26, 2012 Patch
- [Undocumented] Added spawn animations for Earthshaker, Night Stalker, Shadow Demon, Tidehunter, Tinker.
- [Undocumented] Added teleport start and end animations for Earthshaker, Pudge, Night Stalker, Shadow Demon, Tidehunter, Tinker.
March 08, 2012 Patch
- Added rival taunts and misc. lines to Razor, Zeus, Tiny and Tidehunter to fill out basic voice set.
January 12, 2012 Patch
- Fixed Refresher Ravage not hurting affected units.
- Fixed Kraken Shell not reducing tower damage.
August 03, 2011 Patch
- Anchor smash takes 0.5 seconds instead of 0.3.
July 16, 2011 Patch
- Fixed the radius on ravage (a little bigger)
- Fixed the total stun time on ravage (a little longer)
- Ravage damage now happens when the units land instead of when they fly into the air
- Anchor smash now correctly hit magic immune enemies (the ability deals physical damage) and doesn't hit ancients
- Fixed a typo from when one of the anchor smash values was renamed. The damage reduction should work correctly again even if it doesn't show up in the UI
June 10, 2011 Patch
- Switched Tidehunter's Anchor Smash ability to a casted version instead of the passive one. (6.72 parity)
May 20, 2011 Patch
- Fixed Ravage getting blocked by Linken Sphere.
May 13, 2011 Patch
- Tidehunter's Ravage is now consumed by Sphere.
February 04, 2011 Patch
- Fixed Tidehunter's Gush being way too slow.
- Fixed aoe mixup for full/half damage on Anchor Smash.
January 27, 2011 Patch
- Fixed Anchor Smash against buildings.
- Reduced Anchor Smash attack damage reduction from 60% to 45%/50%/55%/60%.
- Kraken Shell
- Reduced debuff damage threshold from 600 taken to 600/550/500/450.
- Increased damage block from 9/18/27/36 to 10/20/30/40.
- Increased Kraken Shell damage block from 7/14/21/28 to 9/18/27/36.
- Increased Ravage radius from 825/925/1025 to 1025.
- Reduced Ravage damage from 250/350/450 to 200/325/450.
- Reduced Ravage travel speed from 900 to 775.
- Undid melee hero collision change from 6.72c
- Melee hero collision size now reduced from 24 to 12.
- Increased attack range from 100 to 128.
- Reworked Anchor Smash.
- Old Anchor Smash:
- Passive: Grants Tidehunter's attacks to deal area damage around him. Deals less damage to enemies further away from him.
- Proc chance: 25%
- Full damage radius: 200
- Half damage radius: 450
- Damage: 75/115/155/200 (universal damage)
- New Anchor Smash:
- Active ability: Tidehunter swings his mighty anchor to damage nearby enemies and reduce their base attack damage.
- Radius: 400
- Damage: 75/125/175/225 (physical damage)
- Attack damage reduction: 40%
- Debuff duration: 6
- Cooldown: 7/6/5/4
- Manacost: 30/40/50/60
- Reduced Ravage travel speed from 2000 to 900.
- Old Kraken Shell:
- Blocks attack damage and occasionally removes debuffs off of Tidehunter.
- Damage block: 7/14/21/28.
- Debuff removal timer: 10/9/8/7
- New Kraken Shell:
- Blocks attack damage and removes debuffs whenever Tidehunter takes a certain amount of damage.
- Damage block: 7/14/21/28
- Debuff damage threshold: 600
- Threshold reset timer: 6
- Reduced Ravage radius from 1025 to 825/925/1025.
- Kraken Shell
- Increased damage block from 5/10/15/20 to 7/14/21/28.
- Now removes debuffs every 11/10/9/8 seconds, instead of randomly.
- Increased base armor from 0 to 1 (total armor is now 2.1).
- Increased damage from 200/300/400 to 250/350/450.
- Reduced stun duration from 1.92/2.32/2.72 to 1.72/2.02/2.32.
- Reduced damage from 250/350/500 to 200/300/400.
- Increased stun duration from 1.52 to 1.92/2.32/2.72.
- Kraken Shell
- Reduced damage block from 10/20/30/40 to 5/10/15/20.
- Now also reduces damage from ranged attacks.
- Increased Gush manacost from 100 to 120.
- Rescaled Gush manacost from 75/90/105/120 to 100 on each level.
- Gush now damages the target as the projectile hits, instead of instantly damaging.
- Reduced slow from 50% to 40%.
- Reduced debuff duration from 4.5 to 4.
- Increased Ravage cooldown from 120 to 150.
- Reduced damage from 300/400/500 to 250/350/500.
- Reduced stun duration from 1.52/2.02/2.52 to 1.52 on each level.
- Tidehunter slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns.
- Radius: 1025
- Damage: 300/400/500
- Stun duration: 1.52/2.02/2.52
- Cooldown: 120
- Mana: 150/225 325
- Increased movement speed slow from 25% to 50%.
- Incresed slow duration from 2.5 to 4.5.
- Increased Kraken Shell damage block from 10/15/20/25 to 10/20/30/40.
- Anchor Smash
- Reduced proc chance from 20%/30%/40%/50% to 20% on each level.
- Increased damage from 50 to 50/75/105/140.
- Reduced Rain of Tears radius from global to 2500.
- This ability was reworked into the current Anchor Smash on the 6.72 gameplay patch.
- Occurs when Tidehunter attacks an enemy.
- The radius is centered around Tidehunter.
- The damage hits the attack target aswell, not only nearby units.
- This ability was replaced by Ravage in the 5.76 gameplay patch.
- Causes rain within the whole radius.
- Deals damage in 1 second intervals, starting 1 second after cast, resulting in up to 30 instances.
- Can deal a total of 150/300/450 damage to a single unit (before reductions) when it stays in range for the full duration.
- Heals 1/2/3 health in 0.1, starting 0.1 second after cast, resulting in 300 instances. The heal does affect Tidehunter as well.
- Can heal a total of 300/600/900 health to an ally when it stays in range for the full duration.
- Upon release, this spell had a global radius.
The Kunkka vs. Tidehunter feud