From Dota 2 Wiki
Jump to: navigation, search
Batrider icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
28 + 2.9
15 + 1.8
22 + 2.9
Level 0 1 15 25 30
Health 200 760 1560 2140 2440
Health regen 1.75 4.55 8.61 11.51 12.96
Mana 75 339 819 1167 1347
Mana regen 0 1.1 3.13 4.58 5.31
Armor 0 2.5 6.7 9.7 11.2
Att/sec 0.59 0.68 0.82 0.93 0.98
Damage 16‒20 38‒42 78‒82 107‒111 122‒126
Magic resistance 25%
▶️ Movement speed 290
▶️ Attack speed 100
Turn rate 1
Vision range 1200/800
Attack range 375
Projectile speed 900
Attack animation 0.3+0.54
Base attack time 1.7
Damage block 0
Collision size 24
Gib type Default

Batrider is a ranged intelligence hero who excels at initiation and harassing enemies. He is a mobile raider capable of dealing enormous amounts of damage, though he must close in on targets to pull it off. Batrider begins by spraying areas with Sticky Napalm, a stacking debuff useful for hindering enemies or gaining vision. In order to get a better view he activates Firefly, leaving a burning trail of liquid fire that scorches those who dare cross his path. Now able to cross through previously impassable terrain Batrider has free reign to decide how to continue his reign of terror. If he's feeling generous he'll hurl an explosive clocktail as a parting shot. More often, he seizes victims with Flaming Lasso and drags them back through his burning trail to the clutches of merciless allies. Used properly, Batrider is a fearsome hero constantly risking his own safety to incite fiery chaos and destruction.


Batrider minimap icon.pngBatrider
▶️ "It's not the bat you gotta worry about. She eats fruit."
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....


Sticky Napalm
Sticky Napalm icon.png
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 Animation: 0+0
Cast Range: 550/600/650/700
Effect Radius: 375
Max Stacks: 10
Hero Damage per Stack: 10/15/20/25 (Talent 15/20/25/30)
Creep Damage per Stack: 5/7.5/10/12.5 (Talent 7.5/10/12.5/15)
Move Speed Slow per Stack: 2%/4%/6%/8%
Turn Rate Slow: 40%/50%/60%/70%
Stack Duration: 8
Cooldown: 3 (With talent: 2.64)
Mana: 20
Does not pierce spell immunity. Slow persists and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Debuff modifier_batrider_sticky_napalm: Dispellable with any dispel.
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.


  • Sticky Napalm can be cast without having to face towards the targeted area.
  • Applies a debuff to 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 instance.
  • The debuff slows and causes the damage. It also shows the amount of current Sticky Napalm stacks on the target.
  • Affected units also have a number above them, showing the amount of stacks. This number is only visible to Batrider and his allies, however, they require vision over the target to see it.
  • Can slow movement speed for up to 20%/40%/60%/80%. One stack is enough to apply the full 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 icon.png
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back, and dealing damage over time to enemies in the area.
Cast Animation: 0.2+0.63
Cast Range: 1500
Effect Radius: 500
Impact Damage: 30/60/90/120
Damage per Second: 20
Knockback Distance: 300
Knockback Duration: 0.35
Damage Duration: 2/4/6/8
Cooldown: 18/17/16/15 (With talent: 8/7/6/5)
Mana: 110/120/130/140
Does not pierce spell immunity. Damages if debuff was placed before spell immunity and when not dispelled.
Debuff modifier_flamebreak_knockback: Dispellable with any dispel.
Debuff modifier_flamebreak_damage: Dispellable with any dispel.
A molotov cocktail is the weapon of choice for Batrider.


  • Flamebreak travels at a speed of 1200 until reaching the targeted point.
  • The projectile has 175 radius flying vision. This vision does not last.
  • Knocks units back at a speed of 857.14285714286. Knockback distance is always 300, no matter how far the unit is from the center.
  • Units are not disabled during the knockback. They can still turn, attack, cast spells and use items. Channeling spells are not interrupted.
  • Can push units over impassable terrain. Any tree a knocked back unit collides with gets destroyed.
  • Applies a debuff to the affected targets upon projectile impact which deals damage in 1 second intervals, starting 1 second after it is placed, resulting in 2/4/6/8 instances.
  • The burn debuff from successive casts fully stacks.
  • Choosing the duration upgrading talent does not update the duration of already placed Flamebreak damage debuffs.

Firefly icon.png
No Target
Enemies / Self
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. Batrider has bonus day/night vision while Firefly is active.
Cast Animation: 0+0
Damage Radius: 200
Damage per Second: 10/30/50/70
Movement speed bonus: 4%/7%/10%/13%
Vision Bonus: 200/400/600/800
Duration: 15 (Talent 21.5)
Cooldown: 40/38/36/34 (With talent: 35.2/33.44/31.68/29.92)
Mana: 125
Cannot be used by illusions. Illusions created during Firely do not fly.
Buff modifier_batrider_firefly: Dispellable with death only.
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.


  • Firefly interrupts Batrider's channeling spells upon cast.
  • The entire spell effect lasts 15 (Talent 21.5) seconds, meaning when the duration ends, the entire flame trail disappears at once as well.
  • Damage is dealt to every enemy unit which comes within 200 radius of the fire trail.
  • Deals 5/15/25/35 damage per interval, starting 0.1 seconds after cast, the first interval is 0.4 seconds, the rest are 0.5 seconds, resulting in 31 (Talent 44) damage instances.
  • Can deal up to 155/465/775/1085 (Talent 220/660/1100/1540) 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 buff with its own fire trail.
  • When Batrider dies during Firefly, the already existing fire on the ground still stays for the remaining duration.
    • The buffs remain visible in the HUD, and are now only responsible for keeping the already existing fire up.
    • This means when respawning before they expire, they do not make Batrider fly again or make him leave fire behind again.
  • Choosing the duration upgrading talent does not affect any of Batrider's currently ongoing Firefly instances.

Flaming Lasso
Flaming Lasso icon.png
(Upgradable by Aghanim's Scepter. Enemy Heroes)
Lassoes an enemy and drags them in Batrider's wake. Victims cannot be dragged over impassable terrain. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
Cast Animation: 0.2+0.63
Cast Range: 100
Secondary Target Search Radius: 0 (Upgradable by Aghanim's Scepter. 550)
Break Distance: 425
Damage per Second: 20/40/60
Duration: 3/3.5/4
Cooldown: 100/90/80 (With talent: 88/79.2/70.4)
Mana: 225
Aghanim's upgrade: Flaming Lasso grabs both its target, as well as the target's nearest allied hero within range. The secondary target is tethered to the first.
Partially blocked by Linken's Sphere. Blocked fully only when primary target. When blocked, Batrider is not disarmed either.
Debuff modifier_batrider_flaming_lasso: Dispellable with strong dispels.
Debuff modifier_batrider_flaming_lasso_damage: Dispellable with strong dispels.
Debuff modifier_batrider_flaming_lasso_self: Dispellable with death only.
Few dare to ask to ride on the bat, as Batrider gives them free of charge.


  • Flaming Lasso fully disables the target for its duration.
  • Drags the targeted unit with a 300 distance behind Batrider. Despite the description, can drag the target over impassable terrain.
  • If Batrider teleports a distance greater than 425, the lasso breaks.
  • If the target gets teleported any distance (even a 0 range teleport is enough), the lasso breaks.
  • The lasso also breaks when either Batrider or the target dies. Casting Dismember or 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.
  • Deals damage in 1 second intervals, starting immediately upon cast, with a total of 3/3/4 instances.
  • Can be cast on Roshan icon.png Roshan, but he is neither disabled nor dragged (Upgradable by Aghanim's Scepter. nor damaged). Batrider is still disarmed.
  • It is possible to have multiple units lassoed at the same time (e.g. by using Refresher Orb icon.png Refresher Orb).
  • Aghanim's Scepter icon.png Aghanim's Scepter causes the closest allied hero (including creep-heroes and illusions) of the target within a 550 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 is independent from the primary. When the primary lasso is broken, its target can act freely while the secondary target remains being dragged by it.


Hero Talents
-10s Flamebreak Cooldown25+6.5s Firefly Duration
+25 Movement Speed2012% Cooldown Reduction
+250 Health15+5 Sticky Napalm Damage
+4 Armor10+5% Spell Amplification
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[edit]

Main Article: Batrider/Changelogs
Level 15 right talent changed: +2s Flamebreak burn duration -> +5 Sticky Napalm damage.
Level 25 left talent: -8s Flamebreak cooldown increased to -10s.
  • Talents:
Level 15 right talent: +2.5s Flamebreak burn duration reduced to +2s.
Level 25 left talent: -7s Flamebreak cooldown increased to -8s.
  • Talents:
Level 10 left talent: +5 armor reduced to +4.
Level 10 right talent: +6% spell damage amplification reduced to +5%.
Level 15 left talent: +300 health reduced to +250.
Level 15 right talent: +3s Flamebreak burn duration reduced to +2.5s.
Level 20 left talent: +30 movement speed reduced to +25.
Level 20 right talent: 15% cooldown reduction reduced to 12%.
Level 25 left talent: -9s Flamebreak cooldown reduced to -7s.
Level 25 right talent: +8s Firefly duration reduced to +6.5s.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango gives needed health regeneration during the laning phase.
  • Healing Salve icon.png Healing Salve restores health to Batrider to keep him in lane.
  • Iron Branch icon.png Iron Branch gives cheap health, mana, and damage and can build into Magic Wand.
  • Clarity icon.png Clarity sustains mana in lane to keep using abilities.
  • Wind Lace icon.png Wind Lace increases movement speed to make plays in the offlane, and it can upgrade to Tranquil Boots in the Side Land Shop.

Early game:

  • Boots of Speed icon.png Boots of Speed increases movement speed to keep Firefly on targets.
  • Magic Stick icon.png Magic Stick helps with sustainability through burst health and mana restoration.

Mid game:

  • Tranquil Boots (Active) icon.png Tranquil Boots provides a source of health regeneration and huge movement speed bonus to allow Batrider to remain in lane.
  • Magic Wand icon.png Magic Wand provides attributes and more burst health and mana than Magic Stick.
  • Drum of Endurance icon.png Drum of Endurance gives attributes and mana regeneration; but more importantly, the movement speed allows Batrider to quickly grab target with Flaming Lasso to his team.
  • Blink Dagger icon.png Blink Dagger offers exceptional mobility for Batrider to easily go for Flaming Lasso, the most important item for him.
  • Force Staff icon.png Force Staff can be used while Lassoing a target, allowing you to drag them even further.

Late game:

  • Black King Bar icon.png Black King Bar protects Batrider from disables, meaning he can drag the target further out of position without dying as quickly himself.
  • Shiva's Guard icon.png Shiva's Guard has an active slow that may prevent enemies from reacting to your initiation; the damage it deals can put their Blink Dagger icon.png Blink Dagger on cooldown. Also, it gives armor and intelligence for sustainability.

Situational items:

  • Infused Raindrops icon.png Infused Raindrops gives early mana regeneration and absorbs some magical damage.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity gives movement speed to improve Flaming Lasso's drag distance, mana regeneration to help spam your abilities, and also another disable to aid in teamfights or to disjoint projectiles.
  • Gem of True Sight icon.png Gem of True Sight, along with unobstructed vision of Firefly and flying vision of Sticky Napalm, enables Batrider to initiate safely from the covers of trees with True Sight.
  • Ghost Scepter icon.png Ghost Scepter provides some attributes and makes Batrider invulnerable to physical attacks, a great item to escape or complete your initiation without dying too quickly against carries. It can be also upgraded into Ethereal Blade icon.png Ethereal Blade, which Batrider can freely use, due to his damage output consisting only from magical damage.
  • Ethereal Blade icon.png Ethereal Blade provides extra attributes and allows Batrider to defend himself from physical attacks, or to increase damage output and to apply a disarm on a targeted enemy.
  • Dagon 1 icon.png Dagon gives Batrider extra magical damage output and some burst potency, which allows him to kill the enemy affected by Flaming Lasso.
  • Boots of Travel 1 icon.png Boots of Travel gives unmatched global presence and the extra movement speed allows Batrider to drag enemies further.
  • Rod of Atos icon.png Rod of Atos gives attributes to Batrider and can root a target, preventing them from moving.
  • Aghanim's Scepter icon.png Aghanim's Scepter allows Batrider to latch Flaming Lasso on two heroes instead of one, giving tremendous control (especially in the late game).
  • Linken's Sphere icon.png Linken's Sphere grants regeneration, attributes, and a Spellblock to protect Batrider during an execution of Flaming Lasso.
  • Scythe of Vyse icon.png Scythe of Vyse gives attributes, mana regeneration, and a hex to further disable a single target, which proves deadly in the late game.
  • Octarine Core icon.png Octarine Core supplies health, mana, intelligence, and Spell Lifesteal. The Cooldown Reduction allows Batrider to keep using abilities, which is especially threatening to enemies with an increased frequency of Flaming Lasso.


Roles: Initiator Initiator Jungler Jungler Disabler Disabler Escape Escape
Complexity: ★★☆
Playstyle: While most would find being kidnapped by a morde-bat to be a terrifying ordeal, one particular young man found the incident exhilarating. Seeking to relive the thrill of flight, he entered the Yama Raskav Jungle, and came out high above the canopy as the Batrider. Atop his leathery mount, he drenches targets below in Sticky Napalm, increasing their flammability before setting the land ablaze with Firefly. He hurls an explosive cocktail, knocking foes away with Flamebreak. Want a ride? That can be arranged. The Batrider spots heroes from above, and throws out the Flaming Lasso to string them along for an experience they will not soon forget.





  • 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.
  • In DotA, Batrider's full name was "Jin'zakk, the Batrider". In Dota 2, his name was removed for unspecified reasons.
  • After killing Faceless Void, Batrider says ▶️ "Hey Void! Have you seen Bat to the Future?", which is a reference to the film "Back to The Future"
  • Batrider's unused kill response "Scuse me while I cook this guy." is likely a reference to the song Purple Haze by Jimi Hendrix.
  • 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).