Tidehunter

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Tidehunter
Tidehunter.png
Dire icon.png The Dire
Strength
22 + 3
Agility
15 + 1.5
Intelligence
16 + 1.7
Level 1 16 25
Hit Points 568 1461 2316
Mana 208 559 988
Damage 47-53 94-100 139-145
Armor 3.1 6.46 10.94
Attacks / Second 0.67 0.81 1
Movement Speed 310
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.6+0.56
Cast Duration 0.3+0.51
Base Attack Time 1.7

Leviathan the Tidehunter is a melee Hero utilized in ganking, tanking, or initiating. He is usually picked because of his outrageous ultimate, able to incapacitate enemies at a very large area. Though he does not deal any high damage, he is feared because of the devastating status effects his abilities inflict without consuming much mana. He destroys Heroes that depend on their auto-attack damage by reducing it by a very large percentage. Tidehunter's ability to scrub off some damage and status debuffs added with his enormous Strength gain makes him a formidable tank.

Though Tidehunter plays a very important role in the team, he is very easy to learn. New players will enjoy using this Hero as he lacks any dynamic abilities and how he is able to survive almost everything thrown at him. He is recommended for new players.

Contents

[edit] Bio

Tidehunter Leviathan, the Tidehunter
"The hunter feasts!"
Role: Initiator / Durable / Disabler / Support
Lore: The Tidehunter known as Leviathan was once the champion of the Sunken Isles, but his motives are as mysterious as those of his people. We all know the importance of the Drylanders' shipping lanes, how empires may rise and fall according to who controls the open water. Far less is known of the submarine lanes, and how the warring tribes of the Meranthic Diaspora have carved out habitations through endless undersea skirmishes. In the fragile treaties between the Mer and Men, we can glimpse the extent of the drowned empires, but their politics appear complex and opaque. It would seem that Leviathan tired of such petty strife, and set off on his own, loyal only to his abyssal god, Maelrawn the Tentacular. He stalks the shallows now in search of men or meranths who stray into his path, and with a particular loathing for Admiral Kunkka, who has long been his nemesis for reasons lost in the deepest trenches of the sea.
Voice: Responses

[edit] Abilities

Gush
Blocked by Magic Immunity. Blocked by Linken's Sphere.
Q
G
Gush icon.png
Ability Affects Damage
Target Unit Enemies Magical
Summons a gush of water to damage an enemy unit, reducing their movement speed and armor. Lasts 4 seconds.
Range: 700
Debuff Duration: 4
Armor Reduction: 2/3/4/5
Movement Speed Slow: 40%
Damage: 110/160/210/260
Cooldown 12 Mana 120
During his championship of the Sunken Isles, Leviathan gained mastery over the open sea.

Kraken Shell
W
R
Kraken Shell icon.png
Ability Affects
Passive Self
Creates a thick armor shell that reduces physical damage and removes negative buffs when damage received reaches a critical threshold. Kraken Shell does not stack with items that provide Damage Block.
Damage Reduction: 7/14/21/28
Damage Threshold: 600
Claddish navymen tell tales of a mighty sea-faring beast that suffered spear and sword but continued to lay waste to the fleet.

Notes:

  • Does not prevent magical damage
  • Only damage from player owned sources is counted towards buff removal.
  • Damage counter for buff removal resets when you don't take player based damage for 6 seconds.

Anchor Smash
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
E
C
Anchor Smash icon.png
Ability Affects Damage
No Target Physical
Tidehunter swings his mighty anchor to damage nearby enemies and reduce their base attack damage.
Radius: 400
Duration: 6
Damage Reduction: 40%
Damage: 75/125/175/225
Cooldown 7/6/5/4 Mana 30/40/50/60
Stolen from one of Admiral Kunkka's flagships, Leviathan's heavy anchor proves useful as a melee weapon.

Ravage
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
R
V
Ravage icon.png
Ability Affects Damage
No Target Enemies Magical
Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.
Radius: 825/925/1025
Stun Duration: 2.02/2.32/2.77
Damage: 250/350/450
Cooldown 150 Mana 150/225/325
Calling to the abyssal god Maelrawn has resulted in entire armadas being lost at sea.

Notes:

  • Hit units will fly for 0.52 seconds before the real stun is applied.
  • Full damage and stun are dealt to invisible units.
  • Ravage waves move outwards at a speed of 900.

[edit] Recommended Items

Explanation:
Placeholder

[edit] Tips

  • Blink Dagger is a commonly built item on Tidehunter, used in conjunction with Ravage to initiate.
  • Anchor Smash is a great way to clear creeps and farm for Tidehunter. Due to its low Mana cost, it can be used to harass enemy, especially melee heroes.

[edit] Trivia

  • The name Leviathan comes from the giant mythological sea serpent.
  • Previous designs of Tidehunter had him use a large hook as a weapon.

[edit] Update History

January 12, 2012 Patch

  • Fixed Refresher Ravage not hurting affected units.
  • Fixed Kraken Shell not reducing tower damage.

August 03, 2011 Patch

  • Anchor smash takes 0.5 seconds instead of 0.3.

July 16, 2011 Patch

  • Fixed the radius on ravage (a little bigger)
  • Fixed the total stun time on ravage (a little longer)
  • Ravage damage now happens when the units land instead of when they fly into the air
  • Anchor smash now correctly hit magic immune enemies (the ability deals physical damage) and doesn't hit ancients
  • Fixed a typo from when one of the anchor smash values was renamed. The damage reduction should work correctly again even if it doesn't show up in the UI

June 10, 2011 Patch

  • Switched Tidehunter's Anchor Smash ability to a casted version instead of the passive one. (6.72 parity)

May 20, 2011 Patch

  • Fixed Ravage getting blocked by Linken Sphere.

May 13, 2011 Patch

  • Tidehunter's Ravage is now consumed by Sphere.

February 04, 2011 Patch

  • Fixed Tidehunter's Gush being way too slow.
  • Fixed aoe mixup for full/half damage on Anchor Smash.

January 27, 2011 Patch

  • Fixed Anchor Smash against buildings.


[edit] Ability Change Log

6.72

  • Anchor Smash reworked. Before, it was a passive ability with a 25% change to proc on attack, dealing 75/115/155/200 AoE Magic damage to a 200 AoE, and half damage in a 325 AoE. Now, Anchor Smash is an active ability, dealing 75/125/175/225 Magic Damage in a 400 AoE, costing 30/40/50/60 mana, with a 7/6/5/4 second cooldown. Also reduces attack damage of enemy units hit by 40% for 6 seconds.

6.71

  • Anchor Smash chance to proc increased from 20% to 25%

[edit] See also

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