Dota 2 batrider offline files
Dota 2 batrider offline files
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.
Contents
Bio [ edit ]
Abilities [ edit ]
- Can be cast without having to face towards the targeted area. Dota 2 batrider offline files
- Applies a debuff to enemies ins >Orb of Venom , Radiance , Spirit Vessel , Urn of Shadows and damage with the no-reflection flag.
- Batrider himself has to cause the damage. Other units under his control do not trigger Sticky Napalm.
- Batrider does not need to turn to cast 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 travels at a speed of 1200 until reaching the targeted point.
- The projectile has 175 radius flying vision. This vision does not last.
- The knockback distance is always 300 range away from the center of the targeted area. Dota 2 batrider offline files
- Enemies are not disabled during the knockback, and are, bes >Roshan .
- Firefly interrupts Batr >Proximity Mines .
- Choosing the duration upgrading talent does not affect any of Batr >Roshan .
- Flaming Lasso fully disables the target for its duration.
- Drags the targeted unit with a 300 distance behind Batr >Dismember or Walrus Kick on the lasso target breaks the lasso as well.
- Batr >Roshan , but he is neither disabled nor dragged ( nor damaged). Batr >Refresher Orb ).
- Aghanim’s Scepter causes the closest allied hero (including creep-heroes and illusions) of the target within a 450 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.
Talents [ edit ]
| Hero Talents | ||
|---|---|---|
| -9s Flamebreak Cooldown | 25 | +8s Firefly Duration |
| +30 Movement Speed | 20 | 15% Cooldown Reduction |
| +300 Health | 15 | +3s Flamebreak Burn Duration |
| +5 Armor | 10 | +6% Spell Amplification |
Recommended items [ edit ]
- Tango gives needed health regeneration during the laning phase.
- Healing Salve restores health to Batr >Iron Branch gives cheap health, mana, and damage and can build into Magic Wand.
- Clarity sustains mana in lane to keep using abilities.
- Wind Lace increases movement speed to make plays in the offlane, and it can upgrade to Tranquil Boots in the Side Land Shop.
- Boots of Speed increases movement speed to keep Firefly on targets.
- Magic Stick helps with sustainability through burst health and mana restoration.
- Tranquil Boots prov >Magic Wand prov >Drum of Endurance gives attributes and mana regeneration; but more importantly, the movement speed allows Batr >Blink Dagger offers exceptional mobility for Batr >Force Staff can be used while Lassoing a target, allowing you to drag them even further.
- Black King Bar protects Batr >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 on cooldown. Also, it gives armor and intelligence for sustainability.
- Infused Raindrop gives early mana regeneration and absorbs some magical damage.
- 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 a >Gem of True Sight , along with unobstructed vision of Firefly and flying vision of Sticky Napalm, enables Batr >Ghost Scepter prov >Ethereal Blade , which Batr >Ethereal Blade prov >Dagon gives Batr >Boots of Travel gives unmatched global presence and the extra movement speed allows Batr >Rod of Atos gives attributes to Batr >Aghanim’s Scepter allows Batr >Linken’s Sphere grants regeneration, attributes, and a Spellblock to protect Batr >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 supplies health, mana, intelligence, and Spell Lifesteal. The Cooldown Reduction allows Batr >Gameplay [ edit ]
Dota 2 batrider offline files
Batrider is traditionally played as an initiator, dragging enemies back to his team with Flaming Lasso. The ability remains the number one reason he is played competitively. However, considering how strong Lasso is in the right hands, it often gets nerfed a little, and Icefrog compensates by giving Batrider more magical damage, or a bit of attributes.
You will usually want to head to the offlane. If you are not facing a mean-looking trilane, you can probably start with a point in Sticky Napalm, that will help you secure last hits, harass the enemy carry, and trade hits with his support. Not only does it increase your right-click damage and applies a small slow, it mostly drastically reduces their turn-rate. Once the support is done harassing you (perhaps a new creep wave is coming along), you can assuredly land two or three extra attacks while they ever-so-slowly turns around. Of course, you should cross that if they can dispel your Sticky Napalm ( Fortune’s End , Aphotic Shield . ). If you cannot get near enough anything to attack it, you could be better off with a starting point in Firefly as the unobstructed movement can help you run away to safety, or perhaps to hide in the trees to leech experience without getting noticed.
In your average game, the offlane should become unsafe soon enough and you’ll want to head to the jungle to catch-up on gold and experience. Batr > Blink Dagger , then gank somebody with Smoke of Deceit .
As for items, you’ll usually start off with Wind Lace that will upgrade into Tranquil Boots . Get Tango , perhaps an Iron Branch or two that you can either plant for extra regeneration from Tango, or turn into Magic Wand . Once you have farmed a Blink Dagger , your next core item is Force Staff .
From there, every other item is luxury. Get a Black King Bar to guarantee your initiation. But, maybe the enemies’ abilities go through spell immunity so a Linken’s Sphere is a better choice. Eul’s Scepter of Divinity is nice to have for the extra movement speed to drag your enemies further, as is Boots of Travel . Thanks to the unobstructed vision you get from Firefly, you’re also a great Gem of True Sight carrier. If you’re getting starved for item slots, cons > Hurricane Pike for extra attributes and lower cooldown.
Damage-oriented [ edit ]
Now that Flaming Lasso has such a bad cast range, and that Flamebreak deals so much damage combined with Napalm, we have seen pro-players skip entirely the Lasso in the early game. It is a good choice to make if you can spam the enemies with Napalm (no mobility or dispel on their s > Blink Dagger to take some points in Lasso.
The build order we give is only an example. If you’ve already read the tips we give on Napalm, you may think it is best to max it out first since it is eventually the skill that will dish out the most damage. However, in practice, it is sometimes difficult to get enough stacks of Napalm to justify leveling it over your other skills, mainly Firefly which is much more reliable and has a much larger AoE once you’ve circled around for a couple of seconds.
In an actual team fight, you’ll have to consider all the enemies instead of a single one, and you certainly won’t be able to stack Napalm on all of them. These enemies will disrupt you as you’re chasing a target covered in Napalm, and that enemy will try his hardest to stay away from your Firefly. That’s where Flamebreak comes in. If you can’t keep up with your target, Flamebreak can either bring him back in your Firefly, or the DoT can be enough to finish him off, especially if he’s covered in Napalm. If you only took a value point in Firefly since the damage scales poorly, any target that hasn’t got a stack of Napalm on him can ignore it entirely, whereas it’s at least a little significant with more points in Firefly and no stack of Napalm. Overall, you’ll have to adapt your build every game and see what’s working best for you.
For items, Tranquil Boots should still be your boots of choice, although Arcane Boots can be a good alternative. The Energy Booster it comes with can be recycled later for an Aether Lens or a Lotus Orb . You can take an Enchanted Mango or two to further boost up your regeneration and cast an extra Flamebreak when low on mana, and get an early Wind Lace as well, to increase your chasing power. This Wind Lace can be upgraded into Drum of Endurance , a great cost-effective item that suits Batr > Crown will upgrade later into a Veil of Discord that will do wonders for your damage output.
The game should eventually settle down and you should return to your tradtional initiating role and go back to your standard Blink Dagger and Force Staff .

