Hero
Tidehunter | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Durable hero who shrugs off enemy damage. | |
Tired of undersea politics, Leviathan rises from the waves to stalk the shallows for victims. Travelers who cross him are blasted with a Gush of foamy brine, Anchoring while also impairing their movement as the Tidehunter's tendrils lumber after them on land. Wielding a souvenir stolen from a hated rival, Leviathan pulverizes armor and flesh alike with a hefty Anchor Smash. Spears and arrows bend against his Kraken Shell, allowing no chance for interruption as the Tidehunter summons his abyssal god to Ravage enemies in a sea of flailing tentacles. | |
Roles: | Initiator Durable Disabler Nuker Carry |
Complexity: | |
Adjectives: | Aquatic, BadTeeth, Green, Potbelly Legs ( 2 )
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Bio[]
▶️ "You can't hide from the tide."
Lore:
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.
Aliases:
Leviathan, TH
Voice:
Abilities[]
Summons a gush of water to damage an enemy unit, reducing their movement speed and armor. Lasts 4.5 seconds.
Armor Reduction: 3/4/5/6
Debuff Duration: 4.5
Gush becomes a ground targeted wave ability that affects enemy units in a line. Decreases cooldown.
During his championship of the Sunken Isles, Leviathan gained mastery over the open sea.
- The projectile travels at a speed of 2500.
- Gush first applies the debuff, then the damage.
- Successive debuffs do not update the armor reduction value but refresh its duration.
- Additionally gains ground-targeting functionality. Releases a 260 radius wave, instead of a single target projectile. The wave always travels its full distance.
- When unit-targeted, the wave is released toward its direction upon cast. However, it does not home in on the target.
- The wave travels at a speed of 1500, taking 1.47 seconds to travel the full distance.
- With the travel distance and radius, the wave can hit units up to 2460 range away.
- The wave fully hits invisible and enemies inside the Fog of War.
- Provides 200 radius ground vision around each hit enemy for 2 seconds. However, the wave itself does not provide any vision.
- The second sound is used by the wave.
Kraken Shell
Ability
Passive
Passive
Affects
Self
Self
Thickens Tidehunter's hide to passively block a portion of any incoming physical attack damage. The hide also removes negative status effects if the damage taken crosses a threshold. Does not stack with items that provide Damage Block.
Proc Chance: 100%
Blocked Damage: 16/34/52/70
Damage Threshold: 600/550/500/450
Threshold Reset Timer: 7
Modifiers [?]
Claddish navymen tell tales of a mighty sea-faring beast that suffered spear and sword but continued to lay waste to the fleet.
- Upon reaching the damage threshold, it applies a strong dispel on Tidehunter.
- The dispel proc is indicated by a sound effect and water particles on Tidehunter's skin.
- When Kraken Shell is procced by an ability that first deals its damage and then applies its debuff (e.g. Storm Hammer), Tidehunter is dispelled before the ability's debuff is applied.
- Kraken Shell has an ensured Damage Block. Therefore, Damage Block with a lower value (e.g. the Damage Block (Melee) innate ability) will not proc, since the higher damage block value takes priority.
- The passive damage block is always active and it is independent of the damage threshold for the dispel proc.
- Does not work against damage from wards sources (e.g. Death Ward etc.).
- Does not reduce physical damage from abilities, except for these abilities.
- Only damage from player-controlled sources (after reductions) is counted towards the debuff removal.
- The damage threshold counter for proccing the dispel resets when Tidehunter does not take player-based damage for 7 seconds.
- TALENTGrants a stack of 4 damage block per affected enemy hero while having the Anchor Smash debuff.
- Grants a stack even if the dying hero has Reincarnation.
- Treats Meepo Clones as heroes.
- However, the Anchor Smash debuff grants one stack regardless of how many Meepo Clones got the debuff.
- Treats illusions, creep-heroes and the Tempest Double as creeps.
- The affected target can be killed or denied by any unit, including neutral creeps and death by self-damage. Tidehunter does not need to be credited for the kill.
- The number of stacks and amount of damage block bonus granted can be seen on the status buff icon. The current damage block values can be seen in its description.
- The stacks granted are retroactive before Kraken Shell or Anchor Smash is leveled up or the damage block bonus talent is learned.
Anchor Smash
Tidehunter swings his mighty anchor to attack and deal bonus damage to nearby enemies and reduce their attack damage.
Duration: 6
Illusion Notes:
Modifiers [?]
modifier_tidehunter_smash_attack
Undispellable
modifier_tidehunter_anchor_smash_caster
Undispellable
modifier_tidehunter_anchor_smash
Stolen from one of Admiral Kunkka's flagships, Leviathan's heavy anchor proves useful as a melee weapon.
- Causes Tidehunter to perform instant attacks on all hit enemies within the radius.
- Affects invisible units and units in the Fog of War.
- Affects ancient creeps, but not wards and Roshan.
- Does not affect buildings, unless the Anchor Smash affect buildings talent is learned.
- These instant attacks can proc any attack modifiers and on-hit effects normally, with cleave and the passive Anchor Smash procs being an exception. They have True Strike, but ignore disarms.
- Reduces the main attack damage of affected units. Bonus attack damage is not reduced.
- Anchor Smash first applies the debuff, then the instant attack.
- The debuff of successive casts does not stack but refreshes the debuff duration.
- TALENT
- Grants Kraken Shell a stack of 4 damage block bonus retroactively per affected enemy hero while having the Anchor Smash debuff.
- Grants Anchor Smash a 50% chance to passively proc on regular attacks.
- These procs do not trigger the cooldown and work while on cooldown, and do not cost mana. Therefore, they do not proc on-cast effects.
- The procs use pseudo-random distribution.
- The affected target(s) effectively takes 2 attacks' worth of damage, plus the attack damage bonus, since Anchor Smash deals damage based on Tidehunter's attack damage.
- Adds an average of 50% current total attack damage + 22.5/45/67.5/90 ( 47.5/70/92.5/115) damage to every attack.
Tidehunter attaches a heavy anchor to an enemy hero. The hero is leashed while attached to the anchor. Attempting to move more than 350 units away from the anchor forces the hero to 100 move speed, dragging the anchor behind them. The anchor can be destroyed with 4 hero attacks.
Damage: 200
Chain Length: 350
Set Move Speed: 100
Hero Attacks to Destroy: 4
Creep Attacks to Destroy: 16
Debuff Duration: 10
Anchor | |||||||||||||||||||||||||||||||||||||||||||||
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- Requires Aghanim's Shard to be unlocked.
- The projectile travels at a speed of 1000.
- The Anchor spawns 50-distance in front of Tidehunter.
- If the cast range is greater than 350, the projectile will travel toward its target until it reaches 350-distance between the target.
- Leashes the target to the Anchor, while exposing the target and provides True Sight over the affected target.
- Treats illusions, clones and creep-heroes as heroes.
- However, it treats attacks from clones as heroes, and attacks from creep-heroes and illusions as creeps.
- Within the chain length, the Anchor always moves with the target, even when the affected target teleports, unless the affected target is dead.
- Does not move upwards along with the affected target.
- Chronosphere does not prevent the Anchor from moving.
- When the affected target moves more than 350 distance while leashed to the Anchor, the Anchor sets the affected target's movement speed to a fixed 100 speed, while moving together with the target.
- The speed value cannot be altered in any way and it is not based on the affected target's movement speed, hence, movement speed bonuses and reductions do not affect it.
- The Anchor is permanently phased and do not block neutral creep camps.
Effect Width: 250
Damage: 250/350/450
Grants the Dead in the Water ability.
Calling to the abyssal god Maelrawn has resulted in entire armadas being lost at sea.
- The tentacles travel at a speed of 725.
- Hit units are knocked up 350 range for the initial 0.5 seconds of the stun.
- While in the air, other units may pass below the affected units.
- The tentacle that hits the target is larger. This visual effect can also be seen in the Fog of War.
- When Ravage hits invisible and untargetable units, the visual effects below the hit unit are still visible.
- The damage is applied upon landing, not upon getting hit.
- The damage is applied instantly if the stun is dispelled while in the air.
- Ravage's effect is caused by a 250 units wide ring, which expands around the cast location at the given speed.
- This means units within 250 radius upon cast are hit instantly.
- The ring takes exactly 1.38 seconds to cover the remaining distance.
- It can be avoided by teleporting (e.g. Blink) towards Tidehunter over the ring shortly after cast.
Talents[]
Hero Talents | ||
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50% chance of Anchor Smash on attack | 25 | +0.8s Ravage Stun Duration |
+4 Kraken Shell Damage Block per Anchor Smash Kill | 20 | Anchor Smash affects buildings |
+25% Anchor Smash Damage Reduction | 15 | +100 Gush Damage |
+10% Gush Slow | 10 | +50 Anchor Smash Damage |
Recent Changes[]
Version
Description
- Reduced Gush mana cost from 100/105/110/115 to 100 on each level.
- Aghanim's Shard upgrade:
- Anchor
- Reduced hero attacks to destroy from 5 to 4.
- UReduced creep attacks to destroy from 20 to 16.
- Anchor
- Talents:
- LVL 15+25% Anchor Smash attack damage reduction increased to +30%.
- REWORKEDAghanim's Shard upgrade:
- OLDGrants Tidehunter the Tendrils of the Deep ability.
- NEWGrants Tidehunter the Dead in the Water ability.
- Unit-targeted ability that throws a chain that exposes and leashes an enemy to a heavy Anchor.
- Has a 350-cast range, 80-mana cost and 25-second cooldown.
- Deals 200 magical damage, has a 1000 projectile speed and can be disjointed.
- Sets the affected target's max movement speed to 100 if the target moves 350 range away from the anchor at any point during the 10-second debuff, while dragging the anchor behind them.
- Requires 5 hero attacks or 20 creep attacks to be destroyed. [?]
- Reduced base health from 200 to 120.
- Anchor Smash
- Increased instant attack damage bonus from 40/85/130/175 to 45/90/135/180.
- Rescaled mana cost from 40/50/60/70 to 45/50/55/60.
- Ravage
- Reduced duration from 2.4/2.6/2.8 to 2/2.2/2.4.
- Reduced mana cost from 150/225/325 to 125/225/325.
- Aghanim's Shard upgrade:
- Reduced Tendrils of the Deep duration from 1.2/1.3/1.4 to 1/1.1/1.2.
Recommended Items[]
Starting items:
- Tango gives health sustain to relieve enemy harassment.
- Healing Salve restores health to Tidehunter.
- Enchanted Mango regenerates health passively; the burst mana restore also help with spell cast.
- Iron Branch gives cheap attributes, increasing health and damage.
Early game:
- 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.
Mid game:
- 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 increases the size of Tidehunter's small mana pool, allowing him to cast his spells much more easily, and gives 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 in a teamfight. It also allows him to chase enemies and cast Gush more easily, and can be used as an escape tool as well.
- Drum of Endurance gives Tidehunter attributes, improving his mana pool, and movement speed for mobility. The active increases movement and attack speed of allies during engagements.
- Aghanim's Shard boosts your disruptive toolkit and makes you hard to ignore in fights, while also giving Tidehunter a disruption tool outside of Ravage.
Late game:
- 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.
- 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.
- Aghanim's Scepter greatly improves the potency of Gush, allowing Tidehunter to inflict multiple enemies with the nuke and debuff at high frequency. It also increases his HP and mana, making him tankier and improving his ability to utilize Gush more frequently.
- Guardian Greaves is an expensive purchase, but greatly increases Tidehunter's survivability and gives him much more teamfight contribution. The active allows Tidehunter to dispel debuffs off of himself if the enemy simply place low-damage disables on him to avoid proccing Kraken Shell, and the HP and mana restore are tremendous boons for pushes and teamfights. As well, the aura can provide tremendous amounts of armor and HP regen to teammates who are low.
Situational items:
- 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 better position yourself or allies for casting spells. While not as powerful as Blink Dagger, it is easier to build should you be having trouble farming.
- 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.
- Glimmer Cape is a flexible initiation and utility item, as the invisibility and magic resistance can be used either to allow Tidehunter to initiate with Ravage without the need for Blink Dagger, or can save a teammate who is caught out of position and is being focused down by enemies.
- Meteor Hammer is a good follow-up to Ravage for further disruption, and assists in sieging and farming.
- Mekansm is a useful utility item that can be purchased as a tank Tidehunter, and builds into Guardian Greaves. 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 further discourage the enemy from engaging you as you can simply heal yourself and your team at any point of the fight. However, mind its expensive mana cost, and be sure to increase the size of your mana pool first if you intend on building this.
- Octarine Core reduces cooldown of your abilities, putting enemies under more frequent threat of Ravage.
- Lotus Orb gives Tidehunter a myriad of useful bonuses and a strong active ability. The armor and HP regen makes Tidehunter even tankier, while the mana regen keeps his mana pool topped up so that he can more readily cast his spells when needed. The active can dispel debuffs, either from Tidehunter or an ally, and the Echo Shell punishes enemies reliant on targeted spells, especially frail casters with small HP pools.
- Vladmir's Offering provides useful auras to teammates, and the lifesteal lets Tidehunter heal using Anchor Smash.
- Desolator increases Anchor Smash's damage and allows it to shred multiple enemies' armor.
- Solar Crest makes Tidehunter more durable and help focus down priority targets. It can also be used on creeps to farm faster.
- Helm of the Dominator grants attack damage and health regeneration to allies. It also allows Tidehunter to control a neutral creep, having access to more useful abilities and auras.
- 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 aura item that can be useful for tanking and chasing. Its burn damage and induced miss chance 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.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- 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.
- ▶️ "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.
- ▶️ "I sleep with the fishes." is a reference to "The Godfather", from the line "Luca Brasi sleeps with the fishes."
- Tidehunter has a different voice line when leveling up for each level.