Witch Doctor is a fragile but deadly spellcaster with a unique method of eliminating his foes. His Maledict ability is feared by all, and has the potential for enormous amounts of damage. Heroes under the effect of Maledict will continue to take damage based on how much damage they have taken already. Using Paralyzing Casks, a clever Witch Doctor immobilizes his target, casts Maledict on them, then proceeds to cause as much damage as possible before they run. This is nearly always fatal if the Witch Doctor and his allies can injure the target a good amount after it is Maledicted. To aid in the destruction of his enemies, Witch Doctor can plant a potent Death Ward, which rapidly attacks nearby heroes as long as Witch Doctor channels it. Combined with Maledict and Paralyzing Cask, Death Ward is practically a guaranteed kill when ambushing an unsuspecting enemy hero. Voodoo Restoration turns him into a mobile healing fountain, quickly restoring the life of the Doctor and his allies in case an ambush doesn't go according to plan. Although Witch Doctor's Maledict combo is lethal on its own, it is even more dangerous when combined with allied attacks and spells.
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Beastmaster is a well-rounded fighter, with many tactical options available for all types of combat. Although his physical attacks are melee, he can throw his axes at long range to slice through enemies, dealing lethal damage. His Primal Roar can turn the most organized defense into chaos, allowing Beastmaster and his allies to move in for the kill. His summoning skills serve as effective support for his blitz-style combat. Beastmaster's agile Hawk flies above the battlefield scouting for enemies, and the powerful slowing abilities of his Boar's spines give him time to finish off fleeing foes. A skilled Beastmaster is a deadly foe, capable of fighting any enemy on any terms and crushing them to a pulp.
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Although she is an intelligence hero, Windrunner's gameplay style resembles that of an agility hero in many ways. Most of the time she relies on her physical attack. Her archery skills are powerful to start with but also enjoys a steadily increasing rate of fire. Deadly Power Shots not only pierce the nearest target with massive damage, but continue on to damage any units in the line of fire. Due to its exceedingly long range, Power Shot is also excellent for picking off injured heroes as they flee. To stop enemies from fleeing in the first place, Windrunner has Shackleshot--one of the best single-target stuns in the game. Shackleshot allows Windrunner to shackle a target either to a tree or to another enemy unit, potentially stunning two heroes. Her third skill, Windrun, allows her to escape dangerous situations, position herself for good Shackleshots, and catch up to fleeing enemies. If Powershot isn't enough to take down a target, she can use Focus Fire. This powerful ability makes her attack a single enemy at the fastest possible rate; while it reduces her total damage, it has a long duration. Focus Fire is also highly effective against buildings and other stationary targets--and woe to the enemy hero who is first hit by Shackleshot, since they are now essentially a stationary target themselves.
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Enigma change the course of a game with the cast of a single spell, but he is also an excellent support hero. Malefice is a unique stun, hitting a target swiftly several times instead of all at once. Ideal for running down enemy heroes, it also interrupts channeling for those spellcasters who rely on it. For sheer damage, Enigma relies on Conversion, which transforms a target creep into three Eidolons which multiply as they attack. Conversion can also be cast on neutral creeps--perfect for ambushes. Enigma's ultimate power, Black Hole, is a powerful channeling spell. Enemies caught in its horizon are disabled and dragged inevitably toward its deadly center, where Enigma's allies can concentrate their attacks. Enigma can add to the pain with Midnight Pulse, an Area of Effect spell that causes repeated damage based on the target's maximum life. Powerful alone, Enigma is strongest when supported by allies with strong Area of Effect spells, since they can take the greatest advantage of Black Hole.
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Although Weaver may be fragile, he more than counters this weakness with constant bursts of speed and invisibility, along with the ability to periodically deal double damage on attack. He is the master of in, out, and back in. He sends out swarms of beetles which latch onto foes to damage and create chaos. The beetles also reduce his prey's armor, making them vulnerable to team attacks. Finally, Weaver can Time Lapse into the recent past, returning him to the location, as well as to levels of health and mana, that he'd been at 5 seconds prior. Weaver is a paradox--quick and agile, extremely hard to kill due to Time Lapse, but also fragile if caught off guard.
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Although the Earthshaker is a strength hero, his real power lies in his spells. With a well-placed Echo Slam, he can single-handedly level an entire team if his enemies are foolish enough to bunch together. His Fissure spell is very versatile. While it stuns and causes damage, it also creates an impassible wall of stone, trapping hapless foes between a rock and a hard place. Enchant Totem gives Earthshaker a significant damage boost for one attack, while his passive Aftershock ability causes a minor stun and damage effect every time he casts one of his spells. Although he is one of the more difficult heroes to use to his full capacity, he can be one of the most deadly in skilled hands.
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Vengeful Spirit is so driven to seek revenge against her foes that she will sacrifice herself if it gives an advantage to her team. Her Magic Missiles stun and damage targets. Releasing Wave of Terror, she exposes an oncoming enemy while shredding its armor and dulling its ability to damage. Her lust for vengeance is contagious: nearby allies feel compelled to deal more damage. Even though she is not a particularly tough or agile hero, she will Swap her position with a key enemy or allied hero in an instant, disregarding her own safety for a promise of sweet revenge.
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Loved by aggressive players everywhere, Puck is one of the best heroes for starting fights. Puck's highly flexible skill set is useful in any situation, making Puck a great hero in both support and offensive roles. Illusory Orb functions like a regular line damage spell--yet at any point along its course, Puck can use Ethereal Jaunt to instantly teleport to Illusory Orb's position. This makes the spell useful for both attacking and escaping. It also meshes perfectly with Puck's offensive spell, Waning Rift. Waning Rift deals damage and silence in an area around Puck, making it the natural choice for use after an Illusory Orb and Ethereal Jaunt. Puck's final offensive spell, Dream Coil, can be used either before or after this combo with great effect. Trapping enemies in a small area, Dream Coil forces them to remain near the target point or take damage and get stunned. Phase Shift, meanwhile, renders Puck invulnerable for several seconds--a highly useful skill on the frequent occasions when Puck ends up right in the middle of the fray. Puck is a relatively easy hero to pick up, and a highly rewarding one to master.
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Drow Ranger is a highly versatile fighter. She provides constant support for her team: pinning the enemies with Frost Arrows, Silencing them to prevent magical retaliation. Her passive Precision Aura and Marksmanship abilities enhance her natural agility, and make her a welcome addition to any team. A good archer keeps her distance, kiting constantly to keep an enemy under the pressure of a continual barrage, but never gets close enough for them to harm her. This is Drow in her element.
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Pugna is a fragile yet versatile spellcaster. Due to his massive intelligence gain per level, he has plenty of mana to cast his spells. Nether Blast is his primary method for dealing damage, and its large area of effect, high strength, and low cooldown make it good for harassing enemy heroes and killing creeps. In addition, Nether Blast also deals damage to towers, which makes Pugna a powerful sieging hero. Pugna's Decrepify spell is useful in several ways. It functions as a decent slowing spell for catching fleeing enemies, and it also amplifies spell damage against the target. Decrepify and Nether Blast make a powerful combination. Decrepify can also be cast on allies, and since it prevents the target from being hit by physical attacks, it gives clever Pugna players a way to deal with potentially troublesome physical attacks by Decrepifying either enemy heroes (which prevents them from attacking), or allied heroes (which prevents them from being attacked). Decrepified enemies can still cast spells, but with Pugna's Nether Ward placed nearby they will be struck by lightning whenever they use a skill. Finally, Pugna's natural fragility is somewhat mediated by his Life Drain spell, which rapidly heals Pugna while dealing a lot of damage to his target. Pugna is especially effective at shutting down enemy spellcasters with his Nether Ward, but his versatility makes him good in any situation.
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