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For the spin-off game, see Dota Underlords.
Underlord icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
25 + 3.3
12 + 1.3
17 + 2.3
Level Base 1 15 25
Health 200 700 1620 2280
Health regen 0 2.5 7.12 10.42
Magic res. 25% 26.5% 29.27% 31.25%
Mana 75 279 663 939
Mana regen 0 0.85 2.46 3.61
Spell dmg 0% 1.19% 3.44% 5.05%
Armor 2 3.92 6.83 8.91
Att/sec 0.59 0.66 0.77 0.84
Move sp amp. 0% 0.6% 1.51% 2.16%
Damage 37‒43 62‒68 108‒114 141‒147
Movement speed 295
Attack speed 100
Turn rate 0.6
Vision range 1800/800
Attack range 150
Projectile speed Instant
Attack animation 0.45+0.7
Base attack time 1.7
Collision size 24
Gib type Default

Vrogros, the Underlord, is a melee strength hero whose commanding presence is crucial to his team's success. With his long-lasting abilities, Underlord is able to control wide areas of the battlefield during teamfights and skirmishes. Raining down damage from afar with Firestorm, he clears out creeps and discourages enemies from approaching. With his ultimate, Dark Rift, he can teleport his entire team across the map, taking enemies by surprise, pushing in lanes while the other team is dead or out of position. He can also use it as an escape mechanism, bringing himself and his own team to safety in a dicey situation. Enemies' base attack damage are reduced around Underlord by his Atrophy Aura, making him and his team far more durable when dealing with physical damage. The aura also provides him with damage with the death of nearby enemy creeps and heroes, making him an excellent laner and a strong pusher after a won teamfight as well. One of the best area disables in the game, Pit of Malice presents a very large obstacle for enemies, especially melee attackers. With it, Underlord can repeatedly ensnare multiple enemies at once, making him a potent and disruptive opponent in any teamfight.


Underlord minimap icon.png Vrogros, the Underlord
▶️ "Nothing can stop us. Nothing can slow our march. And when we have arrived, all will burn."
Neither myth nor song exist to tell of their coming.

Deep below the surface of the world lay unknown wonders and horrors. Down and down again, well beneath the slithering magma fields and simmering roots of dormant volcanoes stands the obsidian city of Aziyog, its incomparable stonework spanning an endless cavern. Within honeycomb walls mortared with the bones of countless slaves lies the domain of the Abyssal Horde, and their brutal underlord Vrogros.

Armed by the monstrous forgemasters of his kind and well-practiced in the arts of the Dark Rift, Vrogros is able to conjure forth flame and crippling malice through the twist between worlds. He seeks always to expand his holdings, destroying or enslaving all he encounters. Yet the lands offered by the subterranean realm are few, and so his sights have turned upward. By his command the first waves of abyssal invaders have already marched through the rift, a few doomed legions meant merely to test the might of nations above. Now, as his full force readies itself for unending conquest, Vrogros himself steps into a sunlit world to announce his coming reign. Those who face the Underlord will bow and pay tribute, or be crushed where they stand.


Firestorm icon.png
Calls down waves of fire that damage enemy units in the target area, burning for additional damage over time.
Cast Animation: 0.6+0.47
Cast Range: 750 (Talent 875)
Effect Radius: 400
Number of Waves: 6
Wave Interval: 1
Damage per Wave: 25/40/55/70 (Talent 43/58/73/88)
Max Health as Damage per Second: 1%/2%/3%/4%
Building Damage Percentage: 0% (Talent 25%)
Burn Duration: 2
Cooldown: 12
Mana: 100/110/120/130
Does not pierce spell immunity. Attempts to damage if debuff was placed before spell immunity.
Debuff Firestorm Burn: Dispellable with any dispel.
The flames of conquest blaze forth from the darkest depths of the abyss.


  • The visual and audio effects at the targeted area during the cast time are visible and audible to allies only.
  • Creates waves in 1 second intervals, starting immediately upon cast, resulting in the effect lasting 5 seconds.
  • Despite the visual effects, the damage of the waves is applied instantly, and not upon landing.
  • The burn debuff deals damage in 1 second intervals, starting immediately as the debuff is applied, resulting in 3 instances.
  • The burn debuff does not stack per interval. Each interval refreshes its duration, resulting in 8 possible burn damage instances.
  • On each wave, Firestorm first applies the damage, then the debuff.
  • Does not place the burn debuff on ancient creeps, but does apply the wave damage.
  • Can deal up to 150/240/330/420 (Talent 258/348/438/528) + 8%/16%/24%/32% of max health as damage (before reductions) when all waves hit and the debuff is not dispelled.
  • When the talent is chosen, Firestorm fully affects buildings, but deals less damage to them.
    • Deals 6.25/10/13.75/17.5 damage per wave to buildings.
    • The burn debuff is placed as well, dealing 0.25%/0.5%/0.75%/1% of max health as damage per second.
    • Can deal up to 37.5/60/82.5/105 (Talent 64.5/87/109.5/132) + 2%/4%/6%/8% of max health as damage (before reductions) when all waves hit and the debuff is not dispelled.

Pit of Malice
Pit of Malice icon.png
A deadly pit is conjured at the target location; any unit that enters will be rooted. Each enemy unit within the pit are affected every 3.6 seconds.
Cast Animation: 0.45+0.6
Cast Range: 750 (Talent 875)
Effect Radius: 400
Root Interval: 3.6
Root Duration: 0.9/1.2/1.5/1.8 (Talent 1.7/2/2.3/2.6)
Pit Duration: 12
Cooldown: 22/20/18/16
Mana: 80/100/120/140
Debuff Pit Of Malice Buff Placer: Undispellable.
Debuff Pit Of Malice Ensnare: Dispellable with any dispel.
Twisting into the seams of reality itself, Vrogros' manifest hatred paralyzes those who defy his will.


  • The visual and audio effects at the targeted area during the cast time are visible and audible to allies only.
  • Roots the targets, preventing them from moving and casting certain mobility spells.
  • The root is applied periodically on every enemy within the area.
    • However, the Buff Placer modifier prevents them from being continuously rooted for the whole duration.
    • This hidden modifier is applied on every unit within the area which does not have the modifier yet. The modifier lasts for 3.6 seconds.
    • So whenever the modifier expires, enemies get instantly rooted again and then receive the hidden modifier again.
    • This means that Pit of Malice does not root every unit within the area in set intervals. Each unit is rooted every 3.6 seconds based on when they entered the area.
    • The hidden modifier does not disappear upon leaving the area. This means quickly leaving and re-entering does not result in an instant-root.
    • All Pits share the same modifier, meaning they do not stack - once rooted, the unit becomes immune to all other pits until the modifier wears off.
  • Fully affects invisible units and units inside the Fog of War.
  • Can root a unit up to 4 times if it stays within the area for the full duration, resulting in a total root time of 3.6/4.8/6/7.2 (Talent 6.8/8/9.2/10.4) seconds.
  • Creates a distinct visual effect around, and plays a distinct sound on affected heroes and illusions, but not around other affected units.

Atrophy Aura
Can be used by illusions. Partially disabled by Break. Does not pierce spell immunity.
Atrophy Aura icon.png
Enemies / Self
Nearby enemy units are weakened, losing a portion of their base damage. If an enemy hero dies while under this effect, Underlord gains bonus damage.
Radius: 1200
Attack Damage Reduction: 7%/18%/29%/40%
Permanent Attack Damage Bonus per Hero Death: 2/3/4/5 (Talent 9/10/11/12)
Temporary Attack Damage Bonus per Hero Death: 30/35/40/45
Temporary Attack Damage Bonus per Non-Hero Death: 5
Attack Damage Bonus Duration: 30/40/50/60 (Upgradable by Aghanim's Scepter. 70/80/90/100)
Aura Linger Duration: 0.5
Aghanim's upgrade: Causes bonus damage to be granted to nearby allied heroes within 1200 range for half the values.
Partially disabled by Break. Disables aura and prevents gaining new stacks. Already existing stacks still provide bonus attack damage.
The Aghanim's Scepter positive aura is not disabled by Break.
Can be used by illusions. Illusions carry the negative aura (and the positive aura when upgraded).
When an enemy unit dies around an illusion which is or was under Underlord's control, the damage is granted to Underlord. If the source of the illusion is an enemy or allied ability, the damage is granted to the illusion, although the illusion cannot make use of it.
Buff Atrophy Dmg Buff Counter: Undispellable.
Buff Atrophy Aura Creep Buff: Undispellable.
Buff Atrophy Aura Hero Buff: Undispellable.
Buff Atrophy Aura Hero Permanent Buff: Undispellable.
Buff Atrophy Aura Scepter: Undispellable.
Debuff Atrophy Aura Effect: Undispellable.
To merely stand in the presence of the Underlord is to feel the conviction of battle sapped from one's soul.


  • Only reduces base damage and that given by the primary attribute of affected units. Raw bonus damage is not reduced.
  • The aura's debuff lingers for 0.5 seconds.
  • It does not matter how an enemy dies, Underlord always gets the damage as long as it was affected by the debuff.
  • Each damage increment per dying unit lasts for the set duration. Gaining more damage does not refresh the duration of the previous increments.
  • The damage bonuses persist through Underlord's death.
  • A status buff icon appears whenever Underlord gains damage from the aura. The buff shows how much damage the aura currently grants.
    • Underlord's weapon also glows stronger with green particle effects the more damage stacks he has.
  • When there are multiple Meepo minimap icon.png Meepos within range, only one of them grants Underlord damage when they die.
  • Treats creep-heroes as creeps, gaining only the creep value when creep-heroes die within range.
  • The attack damage reduction does not affect enemies which have no vision over Underlord.
    • However, Underlord still gains damage from enemies within the aura's range, despite the debuff not being present.
  • Aghanim's Scepter icon.png Aghanim's Scepter adds a new aura to the ability, which affects allied heroes (including illusions and clones) and creep-heroes.
    • This aura grants allies attack damage, based on how much attack damage Underlord currently gathered through dying units, reduced by 50%.
    • Only counts the temporary attack damage bonus. The permanent attack damage bonus is not shared with allies.
    • The aura has the same radius as the attack damage reducing aura, and lingers for 0.5 seconds as well.
    • This aura is only present when Underlord has damage charges. When having no charges, the aura is not bestowed, so no buff appears on allies.
    • The aura does not affect Underlord himself, but does affect his illusions when near him.
    • Does not affect invulnerable or hidden allies.
  • Level 15 talent does not retroactively adapt already received stacks. Only stacks gained after choosing the talent are affected.

Dark Rift
Dark Rift icon.png
Opens a dark rift at the targeted friendly unit's or building's position. After a short delay, Underlord and all nearby friendly heroes are teleported to that unit's location. Dark Rift can be cancelled at anytime during the cast. If it is cancelled in this way or the target unit dies before the spell becomes active, Dark Rift goes into cooldown.
Cast Animation: 0.6+0.47
Cast Range: Global
Radius: 600
Teleport Delay: 6/5/4
Cooldown: 130/115/100
Mana: 100/200/300
Buff Dark Rift: Undispellable.
They come without warning, leaving fire and blood where kingdoms once flourished.


  • Double-clicking the ability automatically targets the team's fountain.
  • Can target and teleport to invulnerable units. Cannot target hidden units, but the teleport still happens if the target turns hidden after being targeted.
  • When targeting the ground, it searches for the nearest valid target on the map and teleports towards it.
  • The visual effects around Underlord and on the teleport target are visible to everyone.
  • The targeted unit's priority is lowered, meaning it is attacked as the last auto attack target by other units.
  • Disjoints projectiles upon teleporting for everyone who gets teleported.
  • Can only teleport heroes (including illusions and clones) and creep-heroes. Can teleport them even while invulnerable or hidden.
  • When Underlord or the teleport target dies during the delay, the spell is canceled. The spell is not canceled when the targeted creep changes ownership.

Cancel Dark Rift
Cancel Dark Rift icon.png
No Target
Stop the teleport.
Cast Animation: 0+1.07
Cooldown: 0


  • Replaces Dark Rift until the teleport finishes or this spell is cast.
  • Interrupts Underlord's channeling spells upon cast.


Hero Talents
25% Firestorm Building Damage25+0.8s Pit of Malice Root
+25 Health Regen20+70 Attack Speed
+7 Atrophy Permanent Bonus Damage15+125 Cast Range
+30 Movement Speed10+18 Firestorm Wave Damage

Recommended items[edit]

Starting items:

  • Tango icon.png Tango helps Underlord stay in lane.
  • Clarity icon.png Clarity helps Underlord with his low mana.
  • Stout Shield icon.png Stout Shield is a good item for playing in the offlane, as it synergizes well Atrophy Aura. You can later upgrade it to Crimson Guard icon.png Crimson Guard.
  • Iron Branch icon.png Iron Branch provides a decent boost to Underlord's attributes.

Early game:

  • Wind Lace icon.png Wind Lace offsets Underlord's slow movement speed and lack of mobility.
  • Boots of Speed icon.png Boots of Speed is mandatory on all heroes for movement speed.
  • Magic Stick icon.png Magic Stick can save Underlord in a bad situation, and give him enough mana for another ability.
  • Soul Ring icon.png Soul Ring sustains Underlord with health regeneration and strength bonuses; its active grants mana so he can use abilities.

Mid game:

  • Magic Wand icon.png Magic Wand is a natural evolution from Magic Stick icon.png Magic Stick for extra burst health and mana.
  • Arcane Boots icon.png Arcane Boots give Underlord and his team some much needed mana.
  • Rod of Atos icon.png Rod of Atos is one of the best items currently due to being able to chain for maximum Firestorm damage and catch elusive meta heroes better.
  • Mekansm icon.png Mekansm helps keep Underlord's team alive with health and armour.

Late game:

Situational items:

  • Pipe of Insight icon.png Pipe of Insight reduces incoming magical damage, making Underlord and his team even more durable.
  • Crimson Guard icon.png Crimson Guard, along with Atrophy Aura, greatly diminishes enemy damage against Underlord and his team.
  • Lotus Orb icon.png Lotus Orb helps deflect magical nuke damage, and is useful on allied carries when pushing towers.
  • Urn of Shadows icon.png Urn of Shadows provides Underlord with a heal, increased mana regeneration, and more attributes.
  • Blink Dagger icon.png Blink Dagger is good for initiating with Pit of Malice.
  • Force Staff icon.png Force Staff improves Underlord's mobility, and lets him push enemies into Pit of Malice.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity helps Underlord with his low mana, and boosts his movement speed to keep enemies within Atrophy Aura's range. The cyclone active helps him set up Pit of Malice.
  • Blade Mail icon.png Blade Mail deters enemies from attacking Underlord.
  • Assault Cuirass icon.png Assault Cuirass combined with Atrophy Aura greatly reduces enemy damage output.
  • Heart of Tarrasque icon.png Heart of Tarrasque gives Underlord great durability, and allows him to hit even harder.
  • Radiance (Active) icon.png Radiance is a highly situational item, and is great for teamfights and pushes. Burning down creeps is a good way to feed Atrophy Aura's bonus damage bonus, and the extra evasion make Underlord even more durable.
  • Linken's Sphere icon.png Linken's Sphere shields Underlord and his teammates from being disabled.
  • Aghanim's Scepter icon.png Aghanim's Scepter grants some attack bonus damage of Atrophy Aura to allies, a useful item for a team of heroes who rely on physical attacks to deal damage.
  • Necronomicon 1 icon.png Necronomicon can be used in conjunction with Dark Rift for very fast pushing. At level 3, it will also help Underlord reveals invisible enemies to trap with Pit of Malice.


Roles: Support Support Durable Durable Nuker Nuker Disabler Disabler Escape Escape
Complexity: ★★☆
Playstyle: Through a Dark Rift comes the legions of the Abyssal Horde, marching out of their subterranean city with intent to conquer the nations above. Amidst the invaders stood Vrogros, the demonic hulk who rained apocalyptic Firestorms from the sky, engulfing towns and villages in emerald flame. Unsatisfied with ruling the lands below, the Underlord steps into the sunlight to expand his dominion over the surface world. Trapped in a Pit of Malice, the newly enslaved can only lament their dismal fate from now until the day when all is consumed by the yawning abyss.





  • Underlord is named Azgalor, the Pit Lord in DotA.[1]
    • His title, Pit Lord, was changed to avoid possible copyright infringements with Blizzard Entertainment, since the Pit Lords are a race of demons in the Warcraft universe.[2]
    • His name, Azgalor, was also changed for the same reason. Azgalor was a character from the Warcraft universe as well, who served one of the main antagonists of the Warcraft universe as a well known commander.[3]
    • According to the Bastion Announcer, ▶️ "Pyre Lord" was also a proposed name for Underlord.
    • Up until the June 23, 2016 Patch, Underlord's title was "Abyssal Underlord". While the rationale of dropping "Abyssal" is unclear, it may have been to prevent confusion with the shorthand terminology of Abyssal Blade.
  • Underlord had been developed since 2012; he already had a beta model, placeholder ability icons and fully finished and working abilities. He could also be spawned in lobbies with cheats enabled for a short while before it was disabled.
    • This suggests that his release was originally planned much earlier (as a comparison, all other heroes were released shortly after their files were added to the game), but was delayed for reasons unknown.
  • Before his release, Underlord was showcased at the All-Star match of The International 2016, played by N0tail. He originally picked Sand King​, but a bit after the start of the game, SirActionSlacks replaced his pick by Underlord.
  • The line Underlord says after killing Bane minimap icon.png Bane, ▶️ "You have my permission to die.", is a reference to the famous line "When Gotham is ashes, you have my permission to die", said by the villain Bane from the movie The Dark Knight Rises.
  • Underlord's line when casting Dark Rift, ▶️ "Hold on to your butts!", was spoken by Samuel L. Jackson's character Ray Arnold in the movie Jurassic Park (1993).
  • Underlord was the final DotA hero ported over, before Dota 2 began to feature original heroes.