Tidehunter

Leviathan the Tidehunter is a melee strength hero who is formidable due to his uncommonly tough hide and his ocean spells that sweep enemies upward. He can be played as a support or as an Offlane hero whose greatest strengths lie in being able to take heavy amounts of damage in the early game and the disabling powers of his spells.

Though he does not deal especially high damage at any point in the game, his spells can have a devastating effect on the enemy without expending much mana. He is able to send forth a spray of water to slow down the enemy retreat and his outrageous ultimate, Ravage, throttles enemies in a massive area around him. The durability of his Kraken Shell allows him to shrug off damage for absurd survivability against low damage attacks. Tidehunter's ability to shrug off damage and his enormous strength gain makes him very durable, and the power of his spells means he is a tank the enemy very much needs to target.

Tips

 * Tidehunter can be played as an initiator or a tank, or some combination inbetween.
 * Due to the immense disable potential of Ravage, getting a Blink Dagger allows Tidehunter to initiate fights by stunning the entire team for a long duration. After getting off a successful Ravage, he can follow up with Anchor Smash while the enemy is still disabled, reducing their ability to attack effectively, and then Gush to slow and finish off any stragglers.
 * While he possesses strong initiating power with Ravage, Tidehunter can also discourage enemies from engaging by standing at the front lines and debilitating their ability to fight. Should the enemy choose to engage him, he can greatly reduce their base damage with Anchor Smash while also shrugging off their attacks and debuffs with Kraken Shell, and threaten them with a Ravage should they all jump on him.
 * Tidehunter's flexibility allows him to be played either as a safe-lane support or solo off-laner. His skill and item build will differ drastically depending on which path is taken.
 * Played as a support, Tidehunter should focus on purchasing support items and harassing the enemy's off-laner. Generally he will get his Blink Dagger much later, if at all, due to not being given farm or experience priority. Anchor Smash can discourage the enemy from approaching lest they take damage and have their last-hitting power greatly reduced, and Gush can slow them for chain-disables and kills.
 * Played as an off-laner, Tidehunter should focus on surviving while also harassing the enemy's carry and supports. Kraken Shell allows Tidehunter to ignore the enemy's harass damage, while he can use Anchor Smash to harass the enemy down and prevent their carry from getting easy last-hits. Off-lane Tidehunter benefits greatly if the enemy's carry (and optionally supports as well) is also melee, as they must approach the creep wave to last-hit, making casting Anchor Smash much easier.
 * is a powerful early-game disable, as it slows the target's movement speed by 40% for 4 seconds. During ganks, this can often be enough to slow an enemy enough to catch them with additional disables. As such, no matter what lane Tidehunter is placed in, at least one early point in Gush is highly recommended.
 * Gush also reduces the target's armor, increasing their vulnerability to not only right-clicks but Anchor Smash as well, since it deals physical damage. Keep this in mind when casting Gush, as it can be used not only as a disable but as an armor debuff to help your carries deal more right-click damage.
 * is a powerful form of damage block as it has a 100% proc chance. In the off-lane, it is recommended to get at least two early levels in the ability, as this equates to having a that also works 100% of the time against tower and creep attacks.
 * After taking enough player damage, Kraken Shell applies a Strong Dispel on Tidehunter. This includes not only many powerful debuffs, but stuns as well, drastically increasing Tidehunter's survivability. As such, even in the late game Kraken Shell is a very powerful ability as it prevents Tidehunter from being chain-disabled or permanently silenced, ensuring that he will always be ready to cast his spells when needed.
 * Kraken Shell's damage threshold decreases as it is leveled up. For this reason, building HP items on Tidehunter will greatly increase its usefulness, as Tidehunter can reach the threshold multiple times the more HP he has.
 * is a great way to clear creeps and farm for Tidehunter. Due to its low Mana cost, it can be used to harass enemies, especially melee heroes.
 * Anchor Smash's duration increases in tandem with its cooldown decreasing as the ability is leveled. This means that from level 2 onwards, you can keep one or more enemies' attack damage crippled indefinitely, as the cooldown matches the debuff duration.
 * Do not underestimate the 60% damage reduction from Anchor Smash at level 4. If you use it on a hero with powerful basic attacks, such as, their damage output will be severely reduced.
 * is your most powerful teamfight ability, as its wide effect radius and long stun duration can completely stop the entire enemy team in their tracks. Use it to initiate or counter-initiate teamfights, but beware its extremely long cooldown, and don't be afraid to hold onto it if you don't think it will drastically benefit your team, even if it means your death.
 * Remember that while Ravage travels quickly, it does take a brief time to extend to its maximum range. Very alert opponents might be able to blink away or activate spell immunity before they are stunned, so be sure to blink in closer to those heroes to reduce their window of escape.
 * Should the enemy team have a, it is critically important to cast another one of your spells (generally Anchor Smash) after casting Ravage, as an ability so devastating could easily be the deciding factor in a teamfight should Rubick steal it.
 * With enough levels in Anchor Smash and Kraken Shell, Tidehunter can farm Ancient creeps fairly reliably, especially if they have been stacked by teammates a few times. Anchor Smash deals physical area-of-effect damage that hits all the creeps simultaneously while also reducing their attack damage, and the damage block from Kraken Shell further reduces any damage that they are able to do, often to zero. This can be useful for giving Tidehunter levels and farm for items at any point in the game, whether it's to help him recover from a bad laning phase or to supplement his gold and experience gain.
 * Given Tidehunter's great tankiness and powerful disables, he benefits from the purchase of numerous items for his team.
 * When played as a safe-lane support, it is important to purchase the and/or s for your team. Your free inventory space should be filled with es for cheap stats, and you should upgrade to the  when possible.
 * is sometimes useful to purchase when playing in the offlane. While it is eventually eclipsed by Kraken Shell and costs a significant amount of starting gold, it provides Tidehunter with damage block from the get-go, instead of waiting until level 3 to get enough to equal it. This allows Tidehunter to distribute his laning skill points differently, such as getting more early levels of Anchor Smash as well as Gush while still retaining a measure of durability.
 * is a highly flexible item that greatly enhances Tidehunter's survivability while also giving him a measure of mana regen. The increased armor can drastically increase Tidehunter's beefiness as he can shrug off physical damage even more effectively, and the active can either stack with Gush's armor reduction or grant bonus armor to an allied hero.
 * is a useful mobility item to purchase that also serves as utility for your team. The extra Intelligence helps with giving Tidehunter a bigger mana pool, and the active ability can be used to position yourself for your spells as needed. While not as powerful as Blink Dagger, it is easier to build should you be having trouble farming.
 * is a good mid-game item that gives Tidehunter many great benefits. The increased Intelligence and armor give Tidehunter more mana and survivability, especially if he is playing as a tank rather than initiator, and the active allows Tidehunter to take advantage of his massive health pool to discourage enemies from attacking him further.
 * is a useful chasing item that gives Tidehunter many benefits. The additional HP makes Tidehunter much beefier, while the Intelligence gives him a much bigger mana pool. The active ability can be cast over long distances, allowing you to chase down fleeing enemies far more easily and apply Gush to them, slowing them even further.
 * is a useful utility item that can be purchased as a tank Tidehunter. On top of giving him armor and more stats, the heal can greatly benefit your team as you are not likely to die before using it. On top of your general durability and ability to interrupt the enemy team's initiation with Ravage, you can further discourage the enemy from engaging you as you can simply heal yourself and your team at any point of the fight. However, mind its expensive mana cost, and be sure to increase the size of your mana pool first if you intend on building this.
 * is a helpful item to help you initiate and contribute more to teamfights. Along with the all-around stats and armor increasing your mana pool and tankiness, the item's active ability allows you to reduce the enemy's magic resistance prior to a Blink-Ravage combo, giving your team's casters an additional edge in teamfights.

Trivia

 * The name Leviathan is derived from a sea monster in the Bible. It is also used to refer to any large sea monster or creature.
 * Previous designs of Tidehunter had him use a large hook as a weapon. This was later replaced by an anchor based on community feedback for several reasons:
 * To match the theme of
 * To add a reference to the model Tidehunter uses in Warcraft 3 DotA (which also uses a giant anchor as weapon)
 * To add another connection between Tidehunter and Kunkka (the anchor is supposedly stolen from one of Kunkka's flagship, as written in the lore of Anchor Smash).
 * Tidehunter's line Tide rival 24.mp3 "Ha ha ha! Women and children and Kunkka first." is a reference to the Birkenhead Drill, a historical protocol where women and children's lives would be saved first in the case of a life threatening situation, typically the sinking of a ship.