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Batrider icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
28 + 2.9
15 + 1.8
22 + 2.9
Level 0 1 15 25 30
Health 200 760 1560 2380 2720
+1.75 +4.55 +8.61 +12.71 +14.36
Mana 75 339 819 1311 1515
+0 +1.1 +3.13 +5.18 +6.01
Armor 2 4.5 8.7 13.7 15.53
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 17‒21 39‒43 79‒83 120‒124 137‒141
Attack Rate 0.59/s 0.68/s 0.82/s 1/s 1.07/s
Attack Range Ranged 400 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.3+0.54
Projectile Speed 900
Movement Speed ▶️ 310
Turn Rate Takes 0.116s to turn 180°. 0.9
Collision Size 24
Vision Range (G) 1600 • 800
Legs 2
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.

Flaming Lasso
Flaming Lasso
Sticky Napalm
Can lasso an enemy away from his team.
While most would find being kidnapped by a morde-bat to be a terrifying ordeal, one particular young man found the incident exhilarating. Seeking to relive the thrill of flight, he entered the Yama Raskav Jungle, and came out soaring high above the canopy as the Batrider. Atop his leathery mount, he drenches targets below in Sticky Napalm, increasing their flammability before setting the land ablaze with Firefly. He hurls an explosive cocktail, "The Flamebreak", an explosive shot knocking foes away. Want a ride? That can be arranged. As he spots his targets from above, and throws out his Flaming Lasso to string them along for a fiery experience they will not soon forget.
Sticky Napalm
Sticky Napalm
Flaming Lasso
Flaming Lasso
Roles: Initiator Initiator Jungler Jungler Disabler Disabler Escape Escape
Complexity: ★★☆


Batrider minimap icon.pngBatrider
▶️ "It's not the bat you gotta worry about. She eats fruit."
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…


Sticky Napalm
Sticky Napalm icon.png
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.
Cast Animation: 0+0
Cast Range: 550/600/650/700
Effect Radius: 375/400/425/450 (Talent 450/475/500/525)
Max Stacks: 10
Damage per Stack: 7/14/21/28 (Talent 13/20/27/34)
Creep Damage Percentage: 50%
Move Speed Slow per Stack: 2%/4%/6%/8%
Turn Rate Slow: 10%/30%/50%/70%
Stack Duration: 7
With Aghanim's Shard Proc Chance: 50%
Cooldown: 3
Mana: 20
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Your attacks have a 50% chance to apply a stack of Sticky Napalm.
Does not pierce spell immunity.
The slow persists, and attempts to damage if debuff was placed before spell immunity and when not dispelled
Not disabled by Break.
Break Notes:
Upgradable by Aghanim's Shard.
Does not disable attacks from applying Sticky Napalm stacks.
Cannot be used by illusions.
Illusion Notes:
Upgradable by Aghanim's Shard.
Does not apply Sticky Napalm stacks.
Modifiers [?]
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.


  • Can be cast without having to face towards the targeted area.
  • Applies a debuff to enemies inside the area. Leaving or entering the area afterwards has no effect
  • Provides 450 radius flying vision at the targeted point upon cast for 2 seconds.
  • Each cast refreshes the duration of the whole stack while adding one more instance.
  • The debuff slows and causes the damage. It also shows the amount of current stacks the target has on the debuff icon, visible to everyone.
    • Affected units also have a number above them, showing the number of current stacks on the target.
    • This number is only visible to Batrider and his allies, however, they require vision over the target to see it.
  • Can deal up to 70/140/210/280 (Talent 130/200/270/340) damage per triggering damage instance (before reductions).
    • Deals 50% less damage against creeps and creep-heroes, dealing up to 35/70/105/140 (Talent 65/100/135/170) damage.
  • Batrider himself has to cause the damage. Other player-controlled units do not trigger Sticky Napalm.
  • Sticky Napalm deals its damage in a separate damage instance, right after the triggering damage.
  • With Aghanim's Shard icon.png Aghanim's Shard, Batrider's attacks passively have a 50% chance to apply a stack of Sticky Napalm on the target.

Flamebreak icon.png
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back, and dealing damage over time to enemies in the area.
Cast Animation: 0.2+0.4
Cast Range: 1300
Effect Radius: 500
Impact Damage: 30/60/90/120
Damage per Second: 15
Knockback Distance: 300 (Talent 375)
Knockback Duration: 0.35
Damage Duration: 2/4/6/8
Talent Sticky Napalm Stacks: 2
Talent Number of Charges: 2
Talent Charge Replenish Time: 18/17/16/15
Cooldown: 18/17/16/15 (Talent 0)
Mana: 110/115/120/125
Does not pierce spell immunity.
Damages if debuff was placed before spell immunity and when not dispelled.
Modifiers [?]
A molotov cocktail is the weapon of choice for Batrider.


  • Flamebreak travels at a speed of 1200 until reaching the targeted point.
  • The projectile has 175 radius flying vision. This vision does not last.
  • Knocks units back at a speed of 857.14, the knockback distance is always 300, no matter how far the unit is from the center.
    • Also knocks affected enemies 100 units upwards, resulting in a small arc.
  • Units are not disabled during the knockback. They can still turn, attack, cast abilities and use items. Channeling abilities are not interrupted.
    • Can push units over impassable terrain. Any tree a knocked back unit collides with gets destroyed.
  • Applies a debuff on enemies upon projectile impact which deals damage in 1-second intervals, starting 1 second after it is placed, resulting in 2/4/6/8 instances.
    • Can deal up to 60/120/180/240 damage (before reductions).
    • The burn debuff from successive does not stack, but adds to the existing debuff's duration instead.
  • Flamebreak first applies the Sticky Napalm stacks, then the impact damage, then the damage debuff, then the knockback.
  • Acquiring the Flamebreak charges Talent talent instantly grants 1 extra charge.
  • The Flamebreak applies Sticky Napalm Talent talent instantly applies 2 stacks of Sticky Napalm based on its current level, in its effect radius upon projectile impact.
    • Sticky Napalm notes fully apply. If it is not leveled, no stacks are applied.

Firefly icon.png
No Target
Enemies / Self
Batrider takes to the skies, laying down a trail of flames from the air. The fire damages any enemies it touches, and destroys trees below Batrider. Batrider has bonus day/night vision while Firefly is active.
Cast Animation: 0+0
Damage Radius: 200
Damage per Second: 20/35/50/65
Move Speed Bonus: 3%/6%/9%/12%
Vision Bonus: 100/200/300/400
Duration: 15 (Talent 21.5)
Cooldown: 52/46/40/34
Mana: 125
Cannot be used by illusions.
Illusion Notes:
Illusions created during Firefly do not fly.
Modifiers [?]
When an enemy escapes into the Yama Raskav Jungle, most would cut through the brush to find the fugitive. Batrider just chooses to destroy the jungle along with his foes.


  • Firefly interrupts Batrider's channeling abilities upon cast.
  • Temporarily grants Batrider unobstructed movement, allowing him to path over impassable terrain, units, buildings, and trees.
    • Increases Batrider's daytime and nighttime vision range to 1700/1800/1900/2000 and 900/1000/1100/1200 respectively.
  • The entire ability lasts for 15 (Talent 21.5) seconds, meaning when the duration ends, the entire flame trail disappears at once as well.
    • The duration increasing Talent talent does not affect any of Batrider's currently ongoing Firefly instances.
  • Damage is dealt to every enemy unit which comes within 200 radius of the fire trail.
  • Deals 10/17.5/25/32.5 damage per interval, starting 0.1 seconds after cast, the first interval is 0.4 seconds, the rest are 0.5 seconds, resulting in 31 (Talent 44) damage instances.
    • Can deal up to 310/542.5/775/1007.5 (Talent 440/770/1100/1430) damage to a single unit (before reductions) when the affected unit stays in range for the full duration.
  • During Firefly, trees within 100 radius of Batrider is destroyed.
  • The fire trails from successive casts fully stack. Each cast creates its buff with its own fire trail.
  • When Batrider dies during Firefly, the already existing fire on the ground still stays for the remaining duration.
    • The buffs remain visible in the HUD, and are now only responsible for keeping the already existing fire up.
    • This means when respawning before they expire, they do not make Batrider fly again or make him leave fire behind again.

Flaming Lasso
Flaming Lasso icon.png
Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
Cast Animation: 0.2+0.4
Cast Range: 175
Break Distance: 425
Enemy Drag Distance: 300
Damage per Second: 35/55/75
Duration: 3/3.5/4
With Aghanim's Scepter Secondary Target Search Radius: 600
Cooldown: 120/115/110 (Talent 110/105/100)
Mana: 150/175/200
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Flaming Lasso grabs both its target, as well as the target's nearest allied hero within 600 units. The secondary target is tethered to the first.
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Flaming Lasso no longer disarms you.
Partially blocked by Linken's Sphere.
Blocked fully only when primary target.
Batrider is not disarmed when the ability is blocked.
Modifiers [?]
Few dare to ask to ride on the bat, as Batrider gives them free of charge.


  • Flaming Lasso fully disables the target for its duration.
  • Batrider is disarmed during Flaming Lasso. The disarm either lasts 3/3.5/4 seconds, or until the lasso is broken, whichever is shorter.
  • Drags the targeted unit 300 distance behind Batrider. Despite the ability description, it can drag the target over impassable terrain.
  • If Batrider teleports a distance greater than 425, the lasso breaks.
    • Flaming Lasso overrides every other position changing effect, making only teleports able to break the lasso.
    • If the target gets teleported any distance (even at 0 range), the lasso breaks.
    • The lasso also breaks when either Batrider or the target dies.
    • It also breaks if the targets gets affected by Fear, Hypnosis, Dismember or Walrus Kick.
  • Deals damage in 1-second intervals, starting immediately upon cast, with a total of 3/3/4 instances.
  • Cannot be cast on, but can drag invulnerable and hidden units.
    • Can be cast on Roshan icon.png Roshan, but he is neither disabled, dragged nor damaged. Batrider is still disarmed.
  • It is possible to have multiple units lassoed at the same time (e.g. by using Refresher Orb icon.png Refresher Orb).
  • With Aghanim's Scepter icon.png Aghanim's Scepter, the closest allied hero (including creep-heroes and illusions) of the enemy target within 600 range is lassoed as well.
    • 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.


Hero Talents
Flamebreak applies 2 Sticky Napalm Stacks25+6.5s Firefly Duration
2 Flamebreak Charges20+6 Sticky Napalm Damage
-10s Flaming Lasso Cooldown15+20 Movement Speed
+75 Flamebreak Knockback Distance10+75 Sticky Napalm Radius

Recent Changes[]

Main Article: Batrider/Changelogs
Level 15 right talent: +25 movement speed reduced to +20.
Level 10 left talent changed: +6 armor ➜ +75 Flamebreak knockback distance.
Level 10 right talent changed: +5% spell damage amplification ➜ +75 Sticky Napalm radius.
Level 15 left talent changed: +250 health ➜ -10s Flaming Lasso cooldown.
Level 15 right talent changed: +5 Sticky Napalm damage ➜ +25 movement speed.
Level 20 left talent changed: +30 movement speed ➜ 2 Flamebreak charges.
Level 20 right talent changed: +20% magic resistance ➜ +6 Sticky Napalm damage.
Level 25 left talent changed: -35s Flaming Lasso cooldown ➜ Flamebreak applies 2 Sticky Napalm stacks.

Recommended Items[]

Starting items:

  • Tango icon.png Tango gives needed health regeneration during the laning phase.
  • Healing Salve icon.png Healing Salve restores health to Batrider to keep him in lane.
  • Iron Branch icon.png Iron Branch gives cheap health, mana, and damage and can build into Magic Wand.
  • Clarity icon.png Clarity sustains mana in lane to keep using abilities.
  • Wind Lace icon.png Wind Lace increases movement speed to make plays in the offlane, and it can upgrade to Tranquil Boots.

Early game:

  • Boots of Speed icon.png Boots of Speed increases movement speed to keep Firefly on targets.
  • Magic Stick icon.png Magic Stick helps with sustainability through burst health and mana restoration.

Mid game:

  • Tranquil Boots (Active) icon.png Tranquil Boots provides a source of health regeneration and huge movement speed bonus to allow Batrider to remain in lane.
  • Magic Wand icon.png Magic Wand provides attributes and more burst health and mana than Magic Stick.
  • Drum of Endurance icon.png Drum of Endurance gives attributes and mana regeneration; but more importantly, the movement speed allows Batrider to quickly grab target with Flaming Lasso to his team.
  • Blink Dagger icon.png Blink Dagger offers exceptional mobility for Batrider to easily go for Flaming Lasso, the most important item for him.
  • Force Staff icon.png Force Staff can be used while Lassoing a target, allowing you to drag them even further.

Late game:

  • Black King Bar icon.png Black King Bar protects Batrider from disables, meaning he can drag the target further out of position without dying as quickly himself.
  • Shiva's Guard icon.png 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 icon.png Blink Dagger on cooldown. Also, it gives armor and intelligence for sustainability.

Situational items:

  • Infused Raindrops icon.png Infused Raindrops gives early mana regeneration and absorbs some magical damage.
  • Eul's Scepter of Divinity icon.png 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 aid in teamfights or to disjoint projectiles.
  • Gem of True Sight icon.png Gem of True Sight, along with the additional vision of Firefly and flying vision of Sticky Napalm, enables Batrider to initiate safely from the covers of trees with True Sight.
  • Ghost Scepter icon.png Ghost Scepter provides some attributes and makes Batrider invulnerable to physical attacks, a great item to escape or complete your initiation without dying too quickly against carries. It can be also upgraded into Ethereal Blade icon.png Ethereal Blade, which Batrider can freely use, due to his damage output consisting only from magical damage.
  • Ethereal Blade icon.png Ethereal Blade provides extra attributes and allows Batrider to defend himself from physical attacks, or to increase damage output and to apply a disarm on a targeted enemy.
  • Dagon 1 icon.png Dagon gives Batrider extra magical damage output and some burst potency, which allows him to kill the enemy affected by Flaming Lasso.
  • Boots of Travel 1 icon.png Boots of Travel gives unmatched global presence and the extra movement speed allows Batrider to drag enemies further.
  • Rod of Atos icon.png Rod of Atos gives attributes to Batrider and can root a target, preventing them from moving.
  • Aghanim's Scepter icon.png Aghanim's Scepter allows Batrider to latch Flaming Lasso on two heroes instead of one, giving tremendous control, especially in the late game.
  • Linken's Sphere icon.png Linken's Sphere grants regeneration, attributes, and a Spellblock to protect Batrider during an execution of Flaming Lasso.
  • Scythe of Vyse icon.png 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 icon.png Octarine Core supplies health and mana. The Cooldown Reduction allows Batrider to keep using abilities, which is especially threatening to enemies with an increased frequency of Flaming Lasso.






  • Batrider is occasionally referred to as "Batman" in game, mostly due to the recent popularity of Christopher Nolan's Dark Knight trilogy starring Christian Bale and Gary Oldman.
  • In DotA, Batrider's full name was "Jin'zakk, the Batrider". In Dota 2, his name was removed for unspecified reasons.
  • After killing Faceless Void, Batrider says ▶️ "Hey Void! Have you seen Bat to the Future?", which is a reference to the film "Back to The Future"
  • Batrider's unused kill response "Scuse me while I cook this guy." is likely a reference to the song Purple Haze by Jimi Hendrix.
  • Batrider's concept may well be based on Project X-Ray, a military strategy developed during World War II which involved using bats equipped with small, timed, napalm-like incendiaries to decimate towns (See Alexis C. Madrigal's "Old, Weird Tech: The Bat Bombs of World War II," in The Atlantic, 14 April 2011).