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Batrider
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
Health regen 1.75 4.55 8.61 12.71 14.36
Mana 75 339 819 1311 1515
Mana regen 0 1.1 3.13 5.18 6.01
Armor 1 3.5 7.7 12.7 14.53
Att/sec 0.59 0.68 0.82 1 1.07
Damage 19‒23 41‒45 81‒85 122‒126 139‒143
Magic resistance 25%
▶️ Movement speed 300
▶️ Attack speed 100
Turn rate 0.9
Vision range 1600/800
Attack range 400
Projectile speed 900
Attack animation 0.3+0.54
Base attack time 1.7
Damage block 0
Collision size 24
Legs
Gib type Default

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.

Bio[]

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…

Abilities[]

Sticky Napalm
Sticky Napalm icon.png
Affects
Enemies
Damage
Magical
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
Max Stacks: 10
Damage per Stack: 7/14/21/28 (Talent 12/19/26/33)
Creep Damage Percentage: 50%
Move Speed Slow per Stack: 2%/4%/6%/8%
Turn Rate Slow: 10%/30%/50%/70%
Stack Duration: 7
Cooldown: 3
Mana: 20
Does not pierce spell immunity. Slow persists and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff modifier_batrider_sticky_napalm: Dispellable with any dispel.
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.

Notes:

  • 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 120/190/260/330) damage per triggering damage instance (before reductions).
    • Deals 50% less damage against creeps and creep-heroes, dealing up to 35/70/105/140 (Talent 60/95/130/165) 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.


Flamebreak icon.png
Affects
Enemies
Damage
Magical
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
Knockback Duration: 0.35
Damage Duration: 2/4/6/8
With Aghanim's Shard Number of Charges: 2
With Aghanim's Shard Charge Replenish Time: 18/17/16/15
Cooldown: 18/17/16/15 (With Aghanim's Shard 0)
Mana: 110/120/130/140
Aghanim's Shard upgrade: Causes Flamebreak to have two charges and apply a Sticky Napalm charge on impact.
Does not pierce spell immunity. Damages if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff modifier_flamebreak_knockback: Dispellable with any dispel.
Debuff modifier_flamebreak_damage: Dispellable with any dispel.
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Shard.
Sticky Napalm must be drafted as well for it to get applied.
A molotov cocktail is the weapon of choice for Batrider.

Notes:

  • 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 spells 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 debuff, the impact damage, the debuff, then the knockback.
  • With Aghanim's Shard icon.png Aghanim's Shard, Flamebreak applies the current level of Sticky Napalm in its effect radius upon projectile impact.
    • Acquiring Aghanim's Shard instantly grants 1 extra charge.
    • Sticky Napalm notes fully apply. If it is not leveled, no stacks are applied.


Firefly
Firefly icon.png
Ability
No Target
Affects
Enemies / Self
Damage
Magical
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. Illusions created during Firefly do not fly.
Modifiers
Buff modifier_batrider_firefly: Dispellable with death only.
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.

Notes:

  • Firefly interrupts Batrider's channeling abilities upon cast.
  • 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
Affects
Enemies
Damage
Magical
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 85/80/75)
Mana: 225
Aghanim's Scepter upgrade: Flaming Lasso grabs both its target, as well as the target's nearest allied hero within range. The secondary target is tethered to the first.
Partially blocked by Linken's Sphere. Blocked fully only when primary target. When blocked, Batrider is not disarmed either.
Modifiers
Debuff modifier_batrider_flaming_lasso: Dispellable with strong dispels.
Debuff modifier_batrider_flaming_lasso_damage: Dispellable with strong dispels.
Debuff modifier_batrider_flaming_lasso_self: Dispellable with death only.
Few dare to ask to ride on the bat, as Batrider gives them free of charge.

Notes:

  • 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.
    • 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.


Talents[]

Hero Talents
-35s Flaming Lasso Cooldown25+6.5s Firefly Duration
+30 Movement Speed20+20% Magic Resistance
+250 Health15+5 Sticky Napalm Damage
+6 Armor10+5% Spell Amplification
Notes:
  • The health talent increases maximum health capacity, and keeps the current health percentage.
  • The magic resistance talent stacks multiplicatively with other sources of magic resistance.
    • Increases Batrider's magic resistance to 40%.

Recent Changes[]

Main Article: Batrider/Changelogs
Version
Description
  • Increased day vision from 1200 to 1600.
  • Sticky Napalm
    • No longer triggers on Fae Grenade icon.png Fae Grenade's damage.
    • Reduced duration from 8 to 7.
  • Reduced Flamebreak damage per second from 20 to 15.
  • Firefly
    • Reduced vision bonus from 200/400/600/800 to 100/200/300/400.
    • Increased cooldown from 46/42/38/34 to 52/46/40/34.
  • Increased Sticky Napalm damage per stack from 6/12/18/24 to 7/14/21/28.
  • Firefly
    • Rescaled damage per second from 10/30/50/70 to 20/35/50/65.
    • Increased cooldown from 40/38/36/34 to 46/42/38/34.

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.

Gameplay[]

Roles: Initiator Initiator Jungler Jungler Disabler Disabler Escape Escape
Complexity: ★★☆
Playstyle: 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 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, knocking foes away with Flamebreak. Want a ride? That can be arranged. The Batrider spots heroes from above, and throws out the Flaming Lasso to string them along for an experience they will not soon forget.


Audio[]

History[]

Equipment[]

Trivia[]

  • 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).

Gallery[]

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