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.
- 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 ( 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 ( 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.
- 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.
- Provides True Sight over the targets.
- The root is applied periodically on every enemy within the area.
- However, the 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.
- 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 ( 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.
The Aghanim's Scepter positive aura is not disabled by Break.
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 other than Replicate, the damage is granted to the illusion, although the illusion cannot make use of it.
- 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 30/40/50/60 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.
- Does not gain attack damage from dying illusions, couriers, buildings, wards, and Lua error: Error: No database table exists named "units"...
- When there are multiple s 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.
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%.
- The aura has the same radius as the attack damage reducing aura, and lingers for 30/40/50/60 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.
- Upon cast, Dark Rift is replaced by for its duration.
- Double-clicking the ability automatically targets the team's fountain.
- Can be cast on any allied unit which is not a hero (or illusion) or a ward. Can target creep-heroes.
- 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.
- Replaces until the teleport finishes or this spell is cast.
- Interrupts Underlord's channeling spells upon cast.
|+25 Health Regen||20||+70 Attack Speed|
|+15Attack Bonus Damage From Heroes||15||+100 Cast Range|
|+25 Movement Speed||10||+18Wave Damage|
- helps Underlord stay in lane.
- helps Underlord with his low mana.
- is a good item for playing in the offlane, as it synergizes well Atrophy Aura. You can later upgrade it to .
- provides a decent boost to Underlord's attributes.
- offsets Underlord's slow movement speed and lack of mobility.
- is mandatory on all heroes for movement speed.
- can save Underlord in a bad situation, and give him enough mana for another ability.
- sustains Underlord with health regeneration and strength bonuses; its active grants mana so he can use abilities.
- is a natural evolution from for extra burst health and mana.
- give Underlord and his team some much needed mana.
- helps keep Underlord's team alive with health and armor.
- is a natural upgrade from and , granting massive health and mana restoration to the whole team.
- 's slow helps Underlord keep enemies within range of Atrophy Aura and Pit of Malice.
- reduces incoming magical damage, making Underlord and his team even more durable.
- , along with Atrophy Aura, greatly diminishes enemy damage against Underlord and his team.
- helps chain rooting enemies inside Firestorm.
- helps deflect magical nuke damage, and is useful on allied carries when pushing towers.
- provides Underlord with a heal, increased mana regeneration, and more attributes.
- is good for initiating with Pit of Malice.
- improves Underlord's mobility, and lets him push enemies into Pit of Malice.
- 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.
- deters enemies from attacking Underlord.
- combined with Atrophy Aura greatly reduces enemy damage output.
- gives Underlord great durability, and allows him to hit even harder.
- 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.
- disabled. shields Underlord and his teammates from being
- 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.
- 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 Durable Nuker Disabler Escape|
|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.
- 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.
- 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.
- According to the Bastion Announcer, Play "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 has been in work since the year 2012. Back then, 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 Play "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 Play "Hold on to your butts!", was spoken by Samuel L. Jackson's character Ray Arnold in the movie Jurassic Park (1993). ,