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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 by flying up in the sky glowing like a Firefly. To ignite enemies from afar, he hurls an explosive cocktail with an explosion strong enough to knock 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. | |
Roles: | ![]() ![]() ![]() |
Complexity: | ![]() ![]() |
Adjectives: | Arachnophobic, Cape, Fiery, Flying, Red, Steed, Nose Legs ( 2 )
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Bio[]
▶️ "It's not the bat you gotta worry about. She eats fruit."
Lore:
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…
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…
Alias:
BR
Voice:
Abilities[]
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.
Max Stacks: 10
Base Application Damage: 4/8/12/16
Creep Damage Multiplier: 0.5
Move Speed Slow per Stack: 1.5%/3%/4.5%/6%
Turn Rate Slow: 10%/30%/50%/70%
Stack Duration: 6
Break Notes:
Does not disable the application damage despite being a separate backend passive ability.
Modifiers [?]
modifier_batrider_sticky_napalm_application
Undispellable
modifier_batrider_sticky_napalm_application_damage
Undispellable
modifier_batrider_sticky_napalm
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.
- Can be cast without having to face the targeted area.
- Applies a debuff to enemy heroes within the radius. There is no travel time.
- Leaving or entering the area afterward neither reapplies nor dispels the debuff.
- Provides a 2-second 400 radius flying vision at the targeted point upon cast.
- The debuff slows and causes the damage. It also shows the number 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.
- Successive casts from the same source refresh the duration and ability values of the whole stack while adding one more instance.
- With max stacks, Sticky Napalm can deal up to 40/80/120/160 base application damage and slow movement speed up to 15%/30%/45%/60%.
- The turn rate slow does not increase per stack.
- Sticky Napalm first applies the application damage, the triggering damage per stack, and then the slow.
- Can deal up to 40/80/120/160 (
140/180/220/260) damage per triggering damage instance (before reductions).
- Treats creep-heroes as creeps, and can deal up to 20/40/60/80 (
70/90/110/130) damage.
- TALENTThe damage increasing
talent only increases the triggering damage but not the application damage.
- Treats creep-heroes as creeps, and can deal up to 20/40/60/80 (
- Sticky Napalm triggers on any damage instance caused by Batrider, including base application damage of Sticky Napalm.
- Does not trigger on the following damage sources:
- No-reflection flag
- HP Removal sources (e.g. Orb of Venom-based items).
- Does not trigger on the following items' damage, unless the source item is not in the inventory upon applying its damage:
- Does not trigger on the following damage sources:
- Batrider himself has to cause the damage. Other player-controlled units do not trigger Sticky Napalm.
- Once the attack count reaches 1, the next successful attack done on an enemy hero or creep will passively apply a stack of Sticky Napalm based on its current level on the target.
- Does not count attacks done against allies, wards, or buildings.
- Sticky Napalm passive procs are independent of the cooldown and do not require mana.
- / Successive casts from different sources refresh the duration, it neither updates the ability value nor increases the triggering damage per stack. Only the first unit's Sticky Napalm can increase the triggering damage per stack.
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back, and dealing damage over time to enemies in the area.
Impact Damage: 25/50/75/100
Damage per Second: 25/30/35/40
Move Speed Slow: 15%/20%/25%/30%
Knockback Duration: 0.35
Debuff Duration: 2/3/4/5
Sticky Napalm must be drafted as well for it to get applied.
A molotov cocktail is the weapon of choice for Batrider.
- Flamebreak travels at a speed of 1400 until reaching the targeted point.
- The projectile provides 175 radius flying vision as it travels. This vision does not last.
- Knocks units back at a speed of 714.29 (
857.14), the knockback distance is always 250 (
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. Trees the units collide with are 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 2/3/4/5 instances.
- Can deal up to 25.833333333333/51/76.166666666667/101.33333333333 damage (before reductions).
- The debuff from successive cast does not stack but refreshes the duration.
- Flamebreak first applies the Sticky Napalm stacks, the impact damage, the damage and movement speed slow debuff, then the knockback.
- Does not affect Roshan, but applies the Sticky Napalm stacks.
- TALENTAcquiring the Flamebreak charges
talent instantly grants 1 extra charge.
- The Flamebreak applies Sticky Napalm
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.
- The Flamebreak applies Sticky Napalm
Firefly
Damage per Second: 30/60/90/120
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.
- Interrupts Batrider's channeling abilities upon cast.
- Grants Batrider unobstructed movement, allowing him to path over impassable terrain, units, buildings, and trees while active.
- When the 15 (
19.5)-second duration ends, the entire flame trail disappears at once as well.
- The fire trail from successive casts fully stacks and refreshes its duration. Does not create a second fire trail.
- Damage is dealt to every enemy unit which comes within 200 radius of the fire trail.
- Deals 15/30/45/60 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 (
40) damage instances.
- Can deal up to 465/930/1395/1860 (
600/1200/1800/2400) damage to a single unit (before reductions) when the affected unit stays in range for the full duration.
- Can deal up to 465/930/1395/1860 (
- 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.
- Does not affect Roshan.
- / Ability effects persist upon losing ability.
Flaming Lasso
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.
Break Distance: 425
Enemy Drag Distance: 300
Total Damage: 100/200/300
Max Duration: 2.25/2.75/3.25
Flaming Lasso grabs both its target, as well as the target's nearest allied hero within 650 units. The secondary target is tethered to the first.
Flaming Lasso no longer disarms you.
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 last 2.25/2.75/3.25 seconds, or until the lasso is broken, whichever is shorter.
- Batrider is no longer disarmed during Flaming Lasso.
- Drags the affected target 300 distance behind Batrider. The affected target is phased and can be dragged over impassable terrain.
- Flaming Lasso overrides every other position changing effect, making only teleport sources bring able to break the lasso. The following conditions can break the lasso:
- When either Batrider or the lassoed target dies.
- When Batrider teleports a distance greater than 425 range.
- When the target gets teleported (e.g. Relocate) at any distance.
- It also breaks if the targets get affected by Fear and Hypnosis sources.
- When being affected by the following abilities: Hitch A Ride, Pulverize, Dismember and Walrus Kick.
- Deals 25/40/50 damage (before reductions) in 0.5-second intervals, starting immediately upon cast, with a total of 4/5/6 intervals.
- Flaming Lasso first applies the debuff, then the damage.
- Cannot be cast on, but can drag invulnerable and hidden units.
- Each Flaming Lasso's instance and duration are independent of each other.
- Therefore, it is possible to have multiple units lassoed at the same time (e.g. with Refresher Orb).
- The closest allied hero of the enemy target within 650 range is lassoed as well.
- Treats creep-heroes and illusions as heroes.
- 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 of the primary. When the primary lasso is broken, its target can act freely while the secondary target remains dragged by it.
- Does not treat Couriers as secondary targets.
Talents[]
Hero Talents | ||
---|---|---|
Flamebreak applies 2 Sticky Napalm Stacks | 25 | +10 Sticky Napalm Damage |
2 Flamebreak Charges | 20 | +4.5s Firefly Duration |
-7s Flaming Lasso Cooldown | 15 | +20 Movement Speed |
+50 Flamebreak Knockback Distance | 10 | +50 Sticky Napalm Radius |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Flamebreak
- Increased Damage per second from 10/20/30/40 to 25/30/35/40
- Reduced Burn Duration from 5s to 2/3/4/5s
Talents
Level 15 Talent Flaming Lasso Cooldown Reduction decreased from 10s to 7s- Reduced Flamebreak radius from 500 to 450.
- Flamebreak
- Increased projectile speed from 1200 to 1400.
- Increased movement speed slow from 10%/15%/20%/25% to 15%/20%/25%/30%.
- Reduced Firefly cooldown from 52/46/40/34 to 45/40/35/30.
- Aghanim's Scepter upgrade:
- Addednew Flaming Lasso search radius indicator for secondary targets.
</div> </div>
Recommended Items[]
Starting items:
- Tango gives needed health regeneration during the laning phase.
- Healing Salve restores health to Batrider to keep him in lane.
- Iron Branch gives cheap health, mana, and damage and builds 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.
- Boots of Speed increases movement speed to keep Firefly on targets.
- Magic Stick helps with sustainability through burst health and mana restoration.
Early game:
- Magic Wand provides attributes and more burst health and mana than Magic Stick.
- Witch Blade is a very important item for Batrider that can help him increase his attack speed, attack damage, projectile speed and make his attacks have true strike every 9 seconds.
- Force Staff can be used while Lassoing a target, allowing you to drag them even further.
Mid game:
- Tranquil Boots provides a source of health regeneration and huge movement speed bonus to allow Batrider to remain in lane.
- 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 offers exceptional mobility for Batrider to easily go for Flaming Lasso, the most important item for him.
- Orchid Malevolence provides attack speed, attack damage and gives Batrider the ability to silence an enemy he is planning to use Flaming Lasso on.
- Dagon will give Batrider nice attributes, spell lifesteal and much needed magical damage burst, and will also allow him to put Linken's Sphere on cooldown before engaging with Flaming Lasso.
Late game:
- 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 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.
- 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.
- Revenant's Brooch, an upgrade for Witch Blade will give a great amount of attack speed, armor, intelligence, and will also allow Batrider to attack ethereal units.
- Bloodthorn, an upgrade for Orchid Malevolence will give Batrider great attack speed, attack damage, health regeneration, mana regeneration, intelligence and magic resistance, and will allow Batrider to make his attacks have true strike and weaken spell damage on the silenced target.
- Hurricane Pike, an upgrade for Force Staff will give Batrider extra mobility, health, intelligence, agility, strength and will also provide him with increased attack range.
- Aghanim's Scepter will allow Batrider's Flaming Lasso to grab nearest enemy hero that sticks too close to the target he intends to use it and tether them to each other, which will allow him to grab two enemy heroes at once. If combined with Refresher Orb, it will allow Batrider to catch up to 4 enemy heroes with Flaming Lasso, which can seriously boost his impact in teamfights.
- Aghanim's Shard will allow Batrider to freely attack enemy heroes disabled by Flaming Lasso and will passively give his attacks a chance to apply Sticky Napalm on them.
Situational items:
- Infused Raindrops 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 aid in teamfights or to disjoint projectiles.
- 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 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, which Batrider can freely use, due to his damage output consisting only from magical damage.
- Boots of Travel gives unmatched global presence and the extra movement speed allows Batrider to drag enemies further.
- Linken's Sphere grants regeneration, attributes, and a Spellblock to protect Batrider during an execution of Flaming Lasso.
- Scythe of Vyse gives attributes, mana regeneration, and a hex to further disable a single target, which proves deadly in the late game.
- Black King Bar will give Batrider bonus strength, attack damage and debuff immunity to perform his initiations with Flaming Lasso with little problems.
- 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.
- Rod of Atos will give Batrider bonus health and intellgence along with a root that will allow him to keep his enemies in range for his abilities.
- Gleipnir, an upgrade for Rod of Atos will allow Batrider to passively have his attacks release a chain lightning that can bounce between enemies and damage them while also giving Batrider the ability to root multiple enemy heroes in an area.
- Wind Waker, an upgrade for Eul's Scepter of Divinity will boost Batrider's mobility and mana regeneration, and will allow him to save his allies from ganks.
- Overwhelming Blink will allow Batrider to slow down movement and attack speed of the enemies he blinks onto, which will allow him to keep them in range for his abilities.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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![]() Bronze |
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![]() Silver |
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![]() Gold |
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![]() Platinum |
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![]() Master |
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![]() Grandmaster |
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Equipment[]
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Trivia[]
- Batrider is occasionally referred to as "Batman" in game, mostly due to the recent popularity of Christopher Nolan's the Dark Knight trilogy starring Christian Bale and Gary Oldman.
- His design might be influenced by the "Hobgoblin" of "Spider-Man". He uses concussion and incendiary Jack O'Lanterns, wraith-shaped smoke and gas-emitting bombs, bat-shaped razor-edged throwing blades, and gloves woven with micro-circuited power conducting filaments that channel pulsed discharges of electricity. He wore a shoulder bag to carry his small, portable weaponry.
- 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).