22 + 2.1
10 + 0.8
27 + 2.5
Undying the Almighty Dirge is a melee Strength Hero who serves as a formidable tank and a dangerous spellcaster. His abilities force opponents to either kill him or suffer powerful debuffs in a teamfight. Decay is a spammable ability that steals enemies' Strength in an area, making them more fragile and Undying himself more durable as the fight goes on while also being exceptionally potent during the early laning phase, leaving your opponents with mere scraps of health. Soul Rip can act as both a powerful heal or nuke, redirecting the flow of living energy to a target. By ripping some of the health of his ally or enemy in an area, the target can be healed if an ally, or damaged if an enemy. This is empowered by Tombstone, which acts as a static tank by summoning Zombies to slow Undying's foes while active. With the Zombies summoned, Soul Rip can perform to its fullest, while Decay weakens Undying's foes. Finally, Undying can transform into a horrific Flesh Golem. This transformation increases all allied damage by a significant percentage, and helps keep him alive as his team kills the enemy. Monstrous and truly sadomasochistic, Undying finds great pleasure in keeping himself alive and vital, while his adversaries suffer as he delivers death to the field. With powerful abilities that allow him to perform well in large fights, the Dirge may never cease.
| Undying, the Almighty Dirge
| Play "Again and again, I live and die."
|| Durable / Pusher / Disabler / Initiator
|| How long has it been since he lost his name? The torn ruin of his mind no longer knows. |
Dimly he recalls armor and banners and grim-faced kin riding at his side. He remembers a battle: pain and fear as pale hands ripped him from his saddle. He remembers terror as they threw him into the yawning pit of the Dead God alongside his brothers, to hear the Dirge and be consumed into nothingness. In the darkness below, time left them. Thought left them. Sanity left them. Hunger, however, did not. They turned on each other with split fingernails and shattered teeth. Then it came: distant at first, a fragile note at the edge of perception, joined by another, then another, inescapable and unending. The chorus grew into a living wall of sound pulsing in his mind until no other thought survived. With the Dirge consuming him, he opened his arms to the Dead God and welcomed his obliteration. Yet destruction was not what he'd been chosen for. The Dead God demanded war. In the belly of the great nothing, he was granted a new purpose: to spread the Dirge across the land, to rally the sleepless dead against the living. He was to become the Undying, the herald of the Dead God, to rise and fall and rise again whenever his body failed him. To trudge on through death unending, that the Dirge might never end.
|| Fred Tatasciore (Responses)
- Successive casts of Decay fully stack on the targets and on Undying, but it can't reduce a hero's strength below 1.
- The strength steal takes place before the damage.
- Hit heroes lose 19 current and max health for every stolen strength point. So their health is reduced by 76 before the damage is applied.
- Heals Undying for 19 health per stolen strength. So the minimum heal is 76. When hitting all 5 enemies, it heals for 380.
- When multiple Meepo clones are in the area, only one of them (randomly chosen on each cast) gets his strength stolen. The damage hits all.
- Each status buff of Decay increases Undying's model size by 2%. This has no impact on its collision size.
- Despite the visual effects, the stolen strength is gained instantly.
- Can be cast on own Tombstone to heal it, but can't heal or damage any other wards. Can't target enemy Tombstones.
- Cannot be cast on Tombstone Zombies.
- The 1300 search radius is centered around Undying, not the target.
- Units within the area are selected randomly and have to pay 18/22/26/30 hp as part of the health cost. This hp loss is never lethal.
- If there aren't any valid units within the search radius, nothing will happen, wasting the cooldown and mana.
- The damage or heal are summed up and the target receives them in once instance.
- Soul Rip can damage or heal a unit for up to 180/264/364/480 health (before reductions).
- Destroys trees within 300 radius around the tombstone upon cast.
- Zombies are not controllable, they do nothing but attack their set target. However, they can be boosted by allied spells or auras.
- An exception here would be Howl, which does not affect the Zombies.
- The first wave spawns immediately as the Tombstone is summoned.
- When a Zombies' set target dies, the associated Zombies die instantly, unless the target was an illusion or a Meepo. In this case they just stand around until the Tombstone is gone.
- When the Tombstone expires or is killed, all its Zombies instantly die.
- Flesh Golem interrupts Undying's channeling spells upon cast.
- Undying is healed when an affected unit dies within the effect radius, regardless of who killed it.
- Both, the damage amplification and the slow are strongest within 200 radius of Undying and decrease linearly the further away units get.
- Amplifies all 3 damage types.
- Plague Aura debuff lingers for 0.5 seconds.
| Undying Zombie
| Spell Immunity
| This creature does not feel the effects of most magical spells.
- Decay is very useful even if left at level 1. Max it when team battles begin to start: you can spam it even more and make enemies squishier.
- Undying can be played in many ways: if you're going for a more supportive role, use your Tombstone and your Flesh Golem to slow the enemies while spamming Decay, then let your lane partner get the kill. Otherwise, use Soul Rip to finish a Hero while there are many creeps nearby: this way it will deal more damage.
- Don't use Soul Rip to harass, but use it to heal a friendly hero or to finish off enemies. This is more effective if there are many units nearby, such as creeps if you're laning, or heroes if you're initiating.
- While initiating, use Tombstone and Flesh Golem, then Decay/Soul Rip: this way these abilities will deal more damage.
- Though his spells are individually quite cheap, you will almost always have mana problems since both Soul Rip and especially Decay are very spammable. Consider getting Arcane Boots during the laning phase, then disassembling it once you have enough to buy the remaining pieces of a Bloodstone. You can then convert your standard boots to Phase Boots allowing you the mobility and chase power to keep Flesh Golem's powerful aura on the right targets during a teamfight.
- Another good item for Undying in the early game is Soul Ring. After using Soul Ring, you can cast decay for free. If you hit 2 or more Heros with this spell, you make up for the HP cost for Soul Ring.
- If you don't have enough money to buy a Bloodstone in time or you'd prefer cheaper items, try to make yourself as tanky as possible: if you're initiating, enemies will target you first. That's why you need an early Vanguard and/or a Hood of Defiance if the opposing team has a lot of nukers. Other useful items that increase your HP are Rod of Atos, which will probably solve most of your mana problems too, and Heart of Tarrasque.
- If a ward spot is nearby at the outset of a fight, remember that you can cast your Tombstone on top of it, making it invisible to enemy heroes (unless they have a ward up there). You can also use the Tombstone as a temporary ward anywhere thanks to it's long duration, but this is not usually advised as it has a lengthy cooldown.
- Should the enemy team have an Earthshaker, it is unwise to place a tombstone at the beginning of a teamfight. Each zombie will cause the echo to deal extra damage, likely obliterating your entire team (or at the very least severely injuring them).
- Zombies are magic immune, but will take full damage from AoE physical abilities. Be aware of heroes with these abilities that can easily deal with your Tombstone zombies, such as Gyrocopter's flak cannon.
- If Naga Siren is on your team, be aware that Tombstone will summon zombies even when the enemy targets are sleeping and untargetable. This can be used to your advantage.
- In a fight, a Broodmother's Spiderlings can be a valuable weapon. The mass amounts of spiderlings will easily bring your Soul Rip to maximum effect in the late-game, making her a powerful partner to gank with.
- In DotA, his hero name was Dirge, and his hero title was Undying.
- Undying was originally an intelligence hero. He became a strength hero as he got reworked in the 6.58 gameplay patch. All his abilities, but Soul Rip got reworked. His old abilities are explained below.
- Undying makes several references to the Left 4 Dead series, saying names of special infected, campaign names, and even the title itself in his dialogue.
- One notable reference is Undying's line, Play "No dead are safe from Blueheart Bob."; this phrase is highly similar to the famous Left 4 Dead "Chicago Ted" graffiti line ("No zombie is safe from Chicago Ted").
- Undying also references the Half Life series in a rival line towards Tinker (Play "For Lamarr."). Dr. Kleiner, who shares his voice actor with Tinker, has a pet headcrab named Lamarr. Headcrabs are small, parasitic creatures that attach themselves to the head of their victims, after which the victims turn into zombies.
- Undying's taunt against Kunkka Play "Where is your ex-parrot?" is a reference to the famous Parrot Sketch from Monty Python's Flying Circus.
- Undying's taunt against Invoker Play "Carl? Is that you?" is a reference to the 6.72's leaked changelog (which turned out to be a fake), where Invoker's name "Kael" was mistakenly translated into "Carl".
- A dirge is a sombre song of mourning or grieving, typically performed at a funeral.
- Undying's line, Play "Shop smart." is a reference to the Army of Darkness movie.
- Undying has the lowest agility stat growth of any hero, along with Skywrath Mage.
December 17, 2014 Patch Update 2
- Fixed Soul Rip's damage type to units within the radius
September 26, 2014 Patch
- Fixed Undying Aura slow not updating in the UI properly
July 18, 2013 Patch
- Fixed Backswing behavior for: Soul Rip, Tombstone, Cold Feet, Ice Vortex, Chilling Touch, Enfeeble, Shallow Grave, Thunder Strike, Kinetic Field, Static Storm, Malefice, Midnight Pulse, Howl, Stifling Dagger, Static Link, Shrapnel, Psionic Trap, Whirling Axes (Ranged), Storm Hammer, Gods Strength, Wave of Terror, Venomous Gale, Shadow Word, Fatal Bonds, The Swarm, Time Lapse, Maledict, Overpower and Ice Shards.
June 14, 2013 Patch
January 03, 2013 Patch
- [Undocumented] Added animations for Beastmaster, Undying, and Venomancer relating to their loadout stance.
December 13, 2012 Patch
- Fixed Decay providing too much healing to Undying.
December 06, 2012 Patch
November 15, 2012 Patch
November 08, 2012 Patch
October 25, 2012 Patch
August 09, 2012 Patch
- Fixed Tombstone spawning zombies against couriers.
- Fixed Tombstone receiving too much aggro from towers.
- Fixed Zombies not dying when their target becomes invisible.
August 02, 2012 Patch
- Fixed Tombstone not spawning zombies near sleeping enemy units.
- Fixed a bug with Flesh Golem dropping the damage amplification too low outside of maximum distance.
July 19, 2012 Patch
- Fixed a case where early game Zombies could sometimes get stuck with an earlier or invalid level of Deathlust into the late game.
- Fixed Zombies being controllable when their target goes invisible.
July 12, 2012 Patch
- Enabled Templar Assassin, Disruptor and Undying in Captain's Mode.
- Fixed Jinada proccing on Tombstone.
- Fixed Spiderling passive proccing on magic immune units (like zombies) and spawning mass spiderlings.
- Fixed Tombstone interaction with Refresher Orb.
- Fixed Deathlust sometimes not working properly.
- Fixed a bug where Deathlust would sometimes not go away.
- Decay now makes the target lose exactly 76 health when cast and heal exactly 76 when it ends. Before the health scaling was causing the target not to lose then gain the correct amount of health.
July 05, 2012 Patch
- Reduced Tombstone health from 200/400/600/800 to 175/350/525/700.
- Increased Soul Rip manacost from 50/75/100/125 to 100/110/120/130.
- Zombies no longer require two hits to kill from Towers.
- Flesh Golem
- Reduced minimum damage amplification from 5%/10%/15% ( 15%/20%/25%) to 1% ( 1%).
- Reduced minimum slow from 5% to 1%.
- Soul Rip
- Now sums the damage up into 1 instance, instead of dealing a number of instances.
- Can no longer be cast on Tombstone Zombies.
- Tombstone Zombies now require 1 hero attack or 2 non-hero attacks to be killed, instead of having 30 health.
- Soul Rip
- Rescaled max unit count from 5/10/15/20 to 10/12/14/16.
- Rescaled damage/heal per unit from 25 to 18/22/26/30.
- Increased Tombstone armor from 4 to 5.
- Increased Flesh Golem max slow from 15% to 20%.
- Increased Tombstone zombie spawn radius from 400/600/800/1000 to 600/800/1000/1200.
- Flesh Golem
- Now slows between 5% and 15% movement speed, based on the distance to Undying, instead of a static 9% (same scale mechanic as the damage amplification).
- Aghanim's Scepter upgrade:
- Increased minimum damage amplification from 10%/15%/20% to 15%/20%/25%.
- Increased maximum damage amplification from 25%/30%/35% to 30%/35%/40%.
- Increased Soul Rip radius from 975 to 1300.
- Increased zombies' Deathlust health percentage threshold from 5%/10%/15%/20% to 20%/25%/30%/35%.
- Zombies no longer give any experience or gold.
- Increased Tombstone bounty from 70/90/110/130 to 75/100/125/150.
- Flesh Golem's Plague Aura now affects spell immune units.
- Reduced Soul Rip cooldown from 25/20/15/10 to 24/18/12/6.
- Increased Decay strength steal duration from 25/30/35/40 to 40.
- Increased Soul Rip cast range from 650 to 750.
- Reduced Decay damage from 40/80/120/160 to 20/60/100/140.
- Increased strength steal duration from 21/24/27/30 to 25/30/35/40.
- Increased radius from 300 to 325.
- Zombies' Deathlust movement and attack speed bonus threshold now also triggers if their target is below 5%/10%/15%/20% health.
- Reduced Decay cooldown from 11/9/7/5 to 10/8/6/4.
- Reduced Flesh Golem cooldown from 90 to 75.
- Undid melee hero collision change from 6.72c
- Tombstone zombies no longer leave a usable corpse.
- Melee hero collision size now reduced from 24 to 12.
- Increased attack range from 100 to 128.
- Increased Flesh Golem movement speed slow from 7% to 9%.
- Increased Decay damage from 30/60/90/120 to 40/80/120/160.
- Increased Tombstone cast range from 250 to 600.
- Increased Tombstone health from 150/300/450/600 to 200/400/600/800.
- Added Aghanim's Scepter upgrade for Undying: Increases Flesh Golem max damage amplification from 20%/25%/30% to 25%/30%/35%, own health as heal per hero death from 6% to 10% and own health as heal per non-hero death from 2% to 3%.
- Reduced Tombstone armor from 10 to 4.
- Flesh Golem
- Reduced own health as heal per hero death from 12% to 6%.
- Reduced own health as heal per non-hero death from 3% to 2%.
- Reduced base armor from 5 to 2 (total armor is now 3.4).
- Tombstone no longer spawns zombies for units in the fog of war.
- Dirge saps away the strength of enemy heroes and retains it for a period of time.
- Cast Range: 625
- Radius: 300
- Damage: 30/60/90/120
- Strength steal: 4 per hit hero
- Steal duration: 21/24/27/30
- Manacost: 70/90/110/130
- Cooldown: 11/9/7/5
- Notes: Steals the strength before dealing damage.
- Unholy powers summon a cursed tombstone. Zombies will frequently spawn near each enemy unit and attack them. Zombies have a passive that additively slow their target by 7%. Zombies cannot be controlled.
- Cast Range: 250
- Zombie spawn radius: 400/600/800/1000
- Zombie spawn interval: 3
- Duration: 15/20/25/30
- Manacost: 120/130/140/150
- Cooldown: 60
- Tombstone stats:
- Health: 150/300/450/600
- Armor: 10
- Bounty: 70/90/110/130 Gold
- Notes: spell immune, unit type: building, no health regeneration. Can be targeted by Soul Rip.
- Zombie stats:
- Health: 30
- Armor: 0
- Attack damage: 37-45
- Base attack time: 1.6
- movement speed: 375
- Bounty: 5-7 Gold
- Notes: Zombies are uncontrolable, spell immune and do not count towards Soul Rip. When the Tombstone dies, all zombies die as well.
- Zombie ability: Deathlust:
- Slows enemy units on attack. If the attacked unit's health goes below the threshold, the zombie receives enhanced movement and attack speed.
- Health threshold: 100/200/300/400
- Threshold movement/attack speed bonus: 50%/50
- Movement speed slow: 7%
- Slow duration: 2.5
- Notes: The slow stacks with each attack and stacks with other zombies' slow.
- Flesh Golem:
- Dirge's hatred for all living beings allows him to transform into a monster. While he's transformed he carries a plague that affects nearby enemy units. Strength of the plague depends on how close the enemy is. Amplifies damage enemy units receive and reduces their movement speed (7%). When a plagued unit dies, its essence is transferred back to the Undying.
- Max radius: 750
- Min radius: 150
- Max damage amplification: 20%/25%/30%
- Min damage amplification: 5%/10%/15%
- Own Max Health as Heal per Hero Death: 12%
- Own Max Health as Heal per Non-Hero Death: 3%
- Duration: 30
- Manacost: 100
- Coodlown: 90
- Notes: The damage amplification is strongest within 150 radius, weakest at 700 radius. Its strength changes linearly based on the distance between Undying and uffacted units. Every unit's death heals Undying based on his maximum health, including allies' death. Slow is applied within the full 700 radius.
- Soul Rip
- Changed damage type to units within range from magical to hp removal.
- The damage done to units within range is no longer lethal.
- Increased cast range from unknown to unknown.
- Reduced cooldown from 45 to 30.
- Raise Dead
- Living Deads now have 33% magic resistance.
- Reduced Living Deads bounty from unknown to unknown.
- Reduced Soul Rip cooldown from 30 on each level to 25/20/15/10.
- Reduced Plague movement speed slow from 30% to 25%.
- Reduced strength gain from 2.6 to 2.1.
- Raise Dead
- Reduced Living Dead health from 450 to 400.
- Reduced armor from 0 to -2.
- Increased bounty from unknown to unknown.
- Reduced damage amplification from 25%/30%/35% to 20%/25%/30%.
- Reduced duration from 7/9/11 to 7/8/9.
| Living Dead
- This ability got replaced by Decay in the 6.58 gameplay patch.
- The zombies spawn all right infront of Undying.
- Zombies multiply upon finishing 6 attacks.
- A projectile emerges from the zombie, flying towards a random location within a tiny radius. The new zombie appears once theprojectile stops.
- The new zombie's duration is equal to the remaining duration of the zombie it was spawned from.
- When a zombie dies, they release a projectile which flies towards Undying.
- The projectile travels at a speed of 600 and heals Undying for 50 health once it reaches him.
This ability got replaced by Flesh Golem in the 6.58 gameplay patch.
- Can only be cast on heroes. Wether or not the plague can spread on non-heroes is unknown.
- The duration of the spread plague debuff is unknown.
- Amplifies all damage types by re-dealing 20%/25%/30% of the damage to the target after taking the damage. The re-dealt damage type is always pure.