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 horrifying, 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.
- Successive casts of Decay fully stack on the targets and on Undying.
- Cannot reduce a hero's strength below 0, but Undying always gains the full amount of strength for each hit enemy hero.
- Steals strength before applying its damage.
- The strength loss on the target does not keep the current health percentage, but instead removes 18 health per strength from the current health pool.
- The strength gain on Undying does not keep the current health percentage either, and instead adds 18 health per strength to the current health pool.
- Increases/reduces Undying's/hit enemies' current health by a total of 72 ( 180).
- This health bonus does not count as a heal, so it is unaffected by amplifications, and also bypasses and .
- Hit non-strength heroes effectively lose 72 ( 180) health, 2.2% ( 5.5%) health regen amplification, and 0.32% ( 0.8%) magic resistance.
- Hit strength heroes effectively lose 90 ( 225) health, 2.75% ( 6.88%) health regen amplification, 0.4% ( 1%) magic resistance, and 4 ( 10) attack damage.
- Vice versa, effectively increases Undying's health, health regen amplification, magic resistance and attack damage by the same amount per stack.
- When multiple
clones are in the area, only one of them (randomly chosen on each cast) gets his strength stolen.
- The same applies to and his .
- The damage still hits all Meepos and all Arc Wardens.
- Each status buff of Decay increases Undying's model size by 2%. This has no impact on his collision size.
- Despite the visual effects, the stolen strength is gained instantly.
- Upon acquiring/losing
, all stacks of stolen strength adapts immediately.
- Upon updating the strength, Undying's current health stays the same.
- However, debuffed enemies keep their current health percentage. Their health also only updates upon gaining/losing maximum health again, and not instantly.
- When Undying dies, he loses all the stolen strength, but the affected enemies do not get theirs back, and vice versa.
Cannot be cast on and does not count nearby spell immune enemies.
- Can be cast on s, but not on any other ward type unit.
- When cast on an allied Tombstone, it heals it for 2/4/6/8 health. Always heals for this fixed amount, regardless of unit count.
- Can target enemy Tombstone, but does not damage nor heal it.
- 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 health as part of the health cost. This health loss is never lethal.
- Does not count Undying, the target, wards, buildings, invisible enemies and units in the Fog of War.
- Spell immune allies are counted, including the zombies from Tombstone.
- Units which require a certain amount of attacks to be killed do not lose health when counted in by Soul Rip.
- If there are no valid units within the search radius, the damage or healing equals zero.
- 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 do not spawn for wards, buildings, couriers, hidden units and zombies from an enemy Tombstone.
- The zombies are uncontrollable and do nothing but attack their set target. However, they can be boosted by allied spells or auras.
- An exception here is , which does not affect the zombies.
- The first wave spawns immediately as the Tombstone is summoned, resulting in 8/9/10/12 possible waves per cast.
- When a zombies' target turns invisible, the associated zombies die after 0.1 seconds.
- When a zombies' set target dies, the associated zombies die instantly, unless the target was a
- In the case of Meepo clones dying, the zombies just stand around until the Tombstone is gone.
- When a zombies' set target runs into the Fog of War, the associated zombies still follow it.
- When the Tombstone expires or is killed, all its zombies instantly die.
- The zombies can only die to physical attacks (meaning e.g. cannot affect them).
- It does not matter how much damage an attack actually deals, it only has to successfully hit a zombie in order to count.
- This means that missed attacks do not deal any damage to zombies.
- Illusions are treated as creeps when attacking the Tombstone, so they take twice as many attacks to destroy it as heroes.
- However, when attacking zombies, illusions are treated as heroes, requiring only one attack to kill them.
- When the talent is chosen, a Tombstone of the current level spawns whenever Undying dies.
- This spawn is independent from the cooldown and does not require mana.
- The tombstone spawns even when having Reincarnation.
- The Tombstone lasts its full duration, it is not bound to Undying's death timer and does not disappear when he respawns.
- 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.
- The heal is based on Undying's own maximum health, and not on the dying unit's health.
- Dying illusions and do not trigger the heal.
- Both, the damage amplification and the slow are strongest within a 200 radius around Undying.
- The effects get linearly weaker the further away units are from Undying, reaching the minimum at 750 range.
- Amplifies all 3 damage types, including self-inflicted damage and damage dealt by allies.
- Plague Aura's debuff lingers for 0.5 seconds.
- Flesh Golem is fully canceled on death.
- Gained by choosing the right level 25 talent. The ability is shown as a permanent buff in the HUD.
- Reincarnation cannot be prevented in any way. If Undying dies with it, it is used.
- If Undying has the , the talent triggers first, if it is ready.
- Provides ground vision at the death location during its delay. /
- The cooldown cannot be altered by anything.
- The slow from multiple attacks and multiple zombies fully stacks.
- Each stack lasts 2.5 seconds. They do not refresh each other's duration.
- The number of current stacks can be seen on the debuff icon (a number is visible on it).
- The health of the target is checked in 0.5 second intervals. If their target is below the threshold, the Deathlust Frenzy buff is placed.
- The buff lasts for 2.5 seconds, but gets refreshed as long as the target stays below the threshold.
- Does not trigger against s.
|+6Attacks to Destroy||20||+30Damage|
|+8 Health Regen||10||+150 Cast Range|
- gives health regeneration to sustain in lane.
- also restores health in lane.
- restores mana to help Undying use more abilities in the early game.
- allows Undying to put up with a lot of harassment in the early game.
- grant movement speed bonus so Undying can chase after enemy heroes.
- restores health and mana to Undying during ganks.
- provides vision on the enemies so Undying and his allies can gank them effectively.
- gives attributes and a way to restore health and mana to Undying.
- increase Undying's lackluster mana pool, as well as provide mana to his allies.
- 's attributes, health regeneration, and armor help Undying and allies survive engagements.
- give more armor and health regeneration for team, also the active ability does not cost mana.
- provides a tremendous boost on strength steal which improves Undying's overall survivability in teamfights.
- produces mana on demand, and gives a good bit of strength and health regeneration.
- grants armor and returns damage done back to the enemies, discouraging them from targeting Undying.
- can heal Undying and allies, or combine with Soul Rip to increase damage output in fights.
- grants Undying and teammates magic resistance to help them stay alive longer in teamfights.
- helps Undying and teammates block physical attack damage.
- provides both of Undying's needs in tankiness and mana.
- gives a great disable and mana regeneration for Undying.
|Roles:||Support Durable Disabler Nuker|
|Playstyle:||Consumed by the chorus of the unending Dirge, the Undying one marches across the land, rallying the dead to rise against the living. He saps the strength from his enemies with Decay, and tears the life from close-by beings with Soul Rip, searing enemies while infusing allies with health. Atop the battlefield he erects a terrible Tombstone, calling forth legions of zombies to maim and incapacitate his foes. The Undying's powers grow as he transforms into a gruesome Flesh Golem, slowing and rendering nearby enemies vulnerable until their lifeless bodies succumb at last to the almighty Dirge.|
- 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 here.
- 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 refers to as a Hunter due to the Hunter in Left 4 Dead being able to ambush players, just like how Bounty Hunter can.
- is referred to as a Charger due to the Charger sprinting at other players and repeatedly stunning them, just like how Spirit Breaker can.
- is referred to as a Spitter for its ability to spit acid at players, similar to Venomancer himself.
- is referred to as a Jockey as the Jockey climbs on players and steers them, similar to how the Alchemist himself steers his Ogre.
- Undying also references the Half Life series in a rival line towards 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 Play "Where is your ex-parrot?" is a reference to the famous Parrot Sketch from Monty Python's Flying Circus.
- Undying's taunt against 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.