BIO
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...
INTRODUCTION
Batrider is an initiator hero that needed to kidnap 1 enemy hero and started a teamfight. He have a lasso to do that. If he can successfully catch a target then the teamfight will be more easier for his team. He have some fire skills that will set fire to the rain teamfight. And he also have a sticky napalm, a skill to reduce enemy's movement speed and also amplifly his fire damage.
PROS | CONS |
The most prominent kidnapper in dota | Needs some items to be online |
Has a lot of magical fire damage | Low attack damage |
Can decently slows down enemies | |
Can fly through trees |
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 587 | 1,225 | 2,061 | SIGHT RANGE | 1800 / 800 |
MANA | 312 | 767 | 1,352 | ATTACK RANGE | 375 |
DAMAGE | 48-52 | 83-87 | 128-132 | MISSILE SPEED | 900 |
ARMOR | 2 | 5 | 10 |
ABILITIES
1. Sticky Napalm
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.
MANA COST: 20/20/20/20 | COOLDOWN: 3 |
ABILITY: POINT TARGET | EXTRA DAMAGE: 10 / 15 / 20 / 25 |
RADIUS: 375 / 375 / 375 / 375 | DURATION: 8 / 8 / 8 / 8 |
MOVEMENT SLOW: 3% / 5% / 7% / 9% | TURN RATE SLOW: 70% / 70% / 70% / 70% |
A very good skill on early game. You can use this to slow down enemies and also amplify your damage. With the amplified, damage, you can easily last hits the creeps on early game. And with the slowing and amplifying ability, it will be so good to damaging and chasing enemies in a gank and in a teamfight. You should cast this multiple times to stack the effect, so you will have your damage amplified by a lot to your target, and also your target will move so slow because of this skill.
2. Flamebreak
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage to enemies in the area.
MANA COST: 80/100/120/140 | COOLDOWN: 11 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
DAMAGE: 75 / 150 / 225 / 300 | RADIUS: 375 / 375 / 375 / 375 |
STUN DURATION: 0.5 / 0.5 / 0.5 / 0.5 |
Deal damage and knock back enemies in the AoE, a nice nuke to helps reduce enemies HP in a gank and in a teamfight. This skill is needed to break your enemy's concentration.
3. Firefly
Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies in its path, and Batrider gains the movement capabilities of a flying unit.
MANA COST: 100/100/100/100 | COOLDOWN: 40 |
ABILITY: NO TARGET | DAMAGE: MAGICAL |
DAMAGE OVER TIME: 20 / 40 / 60 / 80 | RADIUS: 200 / 200 / 200 / 200 |
DURATION: 18 / 18 / 18 / 18 |
A skill to release fire in the area. It will deal damage per second. A very good skill to cast in a teamfight.
4. Flaming Lasso
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.
MANA COST: 150/150/150 | COOLDOWN: 90/70/50 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DURATION: 3 / 3.5 / 4 |
Catch an enemy and bind them in a lasso, make them can't move and you can drag him to any direction you want. A perfect initiating skill to start a gank.
SKILLBUILD
Level 1: Sticky Napalm
Level 2: Firefly
Level 3: Sticky Napalm
Level 4: Firefly
Level 5: Sticky Napalm
Level 6: Flaming Lasso
Level 7: Sticky Napalm
Level 8: Firefly
Level 9 : Firefly
Level 10: Flamebreak
Level 11: Flaming Lasso
Level 12: Flamebreak
Level 13: Flamebreak
Level 14: Flamebreak
Level 15: Stats
Level 16: Flaming Lasso
Level 17-25: Stats
Why maxed illuminate first? This is the most needed skill in your early game. To farm, and to slow down your enemy and amplify your damage in a gank.
Why maxed Firefly before Flamebreak? Firefly is more useful because it will deal massive fire damage for 18 seconds.
Early Game
On early game, you must play with your Sticky Napalm. You can cast it to the creeps to increase your chance in last hitting. And you can cast it to the hero to make him become slow. If you can stack up to 5 times, immediately cast the 3rd skill Firefly and it will be a sure kill because your target movement speed can't catch up with your fire.
Mid Game
On mid game, you should active in any gank. Find an easy opponent and start your combo > Firefly combined with the Flaming Lasso. First, cast the Firefly and then continued with catching a target using the Flaming Lasso and drag your opponent in the fire and make him feel so much damage. You can amplifly the damage using sticky napalm, you should cast it multiple times in the teamfight. If you have the blink dagger, it will make your job easier. Your combo will be:
1. Cast the Firefly
2. Use dagger to jump near your target
3. Catch your target using the Flaming Lasso
4. Drag your target and cast Sticky Napal multiple times to your target
5. You can drag more using the Force Staff
After you successfully initiate a teamfight, your teammates will easily knock down the target and it will eliminates 1 enemy.
Late Game
On late game, it will be so important to catch any opponent from the enemy team. You should carefully using your combo > Firefly - Dagger - Lasso - Force Staff - Sticky Napalm. If you successfully eliminate 11 target, your team will be in condition where it is 4-5 fight, and it will increase your team's chance to victory by a lot. You are the initiator, you are the decider of the teamfight, you success catch a target means your team will win the teamfight. And on the late game maybe you already have some nice items too! you should maximuze the usefulness of your items, like if you have the Sheepstick, you should cast it on enemy's most fierceful hero.
ITEMS BUILD
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
2. Dagger
Cost: 2150
Active: Blink - Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds. Manacost: 75 Cooldown: 14 |
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)