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Batrider Strategies

Ranged, Disabler, Escape, Initiator

122nd

Popularity

42.45%

Win rate

Gameplay

"It's not the bat you gotta worry about. She eats fruit."

Deep in the Yama Raskav Jungle, the peacefulness is what the inhabitants of this place never experience as the skirmishes always happen. In addition, any sign of weakness will cost the life of any beings. In this jungle there is a tale about the Rider who was just a son of farmers. While he was helping his family cut chaff on the field, the gigantic bat emerged and picked him up. He wriggled so hard but instead of getting away from the grip of the captor, he managed himself to get on the back of this beast and harnessed it. While flying with this enormous creature, the boy felt ecstasy run in his veins and realized the purpose of his life.

Time flew, the boy grew and got stronger. He always came back to his family’s field in the summer break to experience the thrill when encountering death in the form of a deadly fall or jaws. The more he experienced this feeling, the more he desired it. Then he immersed himself in analyzing the overgrowth and going on adventure until he knew how to get to the caverns at the core of enmity.

Then the D-day had come. People said on the day before the hottest summer night, he carried nothing except a rope, a bottle of liquid courage, and his perseverance to feel the sky one more time before jumping inside the caverns.

Batrider Masterdota dota 2

In-game, Batrider is described as: 

“Once he takes to the skies, Batrider can strike from any direction. Snatching a foe with his lasso, he soars above the treetops, pulling his prey through a trail of flame as he drags them before his merciless allies.”

Ability Builds

  • Strength: 28 + 29 each level;

  • Agility: 15 + 1.8 each level;

  • Intelligence: 22 + 2.9 each level;

  • Health: 760;

  • Health regeneration: + 4.55 each second;

  • Mana: 339;

  • Mana regeneration: + 1.1 each second;

  • Damage: 39 - 43;

  • Amor: 3.5;

  • Magic Resistance: 25%;

  • Turn Rate: 0.9;

  • Attack Range: 400;

  • Attack Speed: 100;

  • Projectile speed: 900;

  • Attack Animation: 0.3+0.54;

  • Movement: 300;

  • Sight Range: 1600/800;

  • Base Attack time: 1.7 seconds per attack;

  • Damage Block: 0;

  • Collision size: 24.

Talents

batrider talents dota 2

Notes:

  • The magic resistance granted by talent can stack with other sources of magic resistance. Which means the total magic resistance of Batrider is 40%

  • The health granted by talent only expands the health pool, not changing the current health of Batrider.

  • The illusions do not take advantage of the bonus armor which is granted by talent.

Tips & Tactics

General

skill building guide batrider dota 2

In this guide, I will guide you how to build a Batrider as a mid laner. The first ability that I recommend you max out is Sticky Napalm as it can help you farm better and harass the enemy as well as have an advantage when trading skills. Besides, the slow debuff works as a tool to help you chase the enemy easier. 

Then Firefly is the second ability you should max out. The reason for that is because Firefly can deal DPS damage on various enemy targets, escape when being siege as well as prevent enemies from chasing him. The last skill to max out is Flambreak. Although Flambreak can deal DPS damage and knock back the enemy which gives Batrider more time to run away, in the early and mid game, maximizing damage output is the priority so just add one point and the rest later. Never forget to add a point on ultimate if possible.

Abilities

Sticky Napalm

Sticky Napalm (Area Target, Magical)

Effect: The sticky oil pours out from the ground which amplifies the damage from Batrider and his abilities as well as reduces the movement speed and turn rate of the enemies in the targeted area. The Sticky Napalm can stack up to 10 times if the enemy is hit consecutively.

Mana cost: 20

Cooldown: 3

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

Notes:

Batrider does not need to face the enemy to cast this spell.

The debuff will affect the enemies within the active range when the spell is cast. Leaving or reentering the affected will not be debuffed.

The targeted area where the spell is cast will provide 450 radius flying vision within 2  seconds.

 The whole stack duration will be refreshed when the enemy gets hit by Sticky Napalm successively. 

The movement speed reduction is applied first then the damage. Everyone in the map can see the icon which demonstrates the amount of debuff stack. This icon can be seen by everyone on the map.

  • There is a number hovering on the head of the target which indicates the current stack of the debuff. Only allies and Batrider with the vision over the target can see it.

The percentage of the movement speed that the target can be reduced is up to 20%/40%/60%/80%.

The total damage that a Sticky Napalm can deal before reductions is up to 70/140/210/280 (Talent 120/190/260/330) damage.

  • Only deal 35/70/105/140 (Talent 60/95/130/165) damage when encountering creeps and creep-heroes.

The amplifying effect from Sticky Napalm does not affect Cloak of Flames, Fae Grenade, Orb of Corrosion, Orb of Venom, Radiance, Spirit Vessel, Urn of Shadows, and damage sources with the no-reflection flag.

The source of the attack or damage must come from Batrider in order to trigger Sticky Napalm.

Sticky Napalm’s damage will be dealt in a separate instance, immediately following the triggering damage.

Flamebreak

Flamebreak (Area Target, Magical)

Effect: Batrider throws out an explosive bottle which blows up right after hitting the targeted ground. The enemy units in the affected area will be knocked back and dealt damage over time. 

Mana Cost:110/120/130/140

Cooldown: 18/17/16/15 

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

  • Upgradable by Aghanim’s Shards:
  • Cooldown: 0
  • Number of Charges: 2
  • Charge Replenish Time: 18/17/16/15

Notes:

The travel speed of Flamebreak is 1200 before hitting the ground.

While flying this projectile provides 175 radius flying vision temporarily.

The targets will always be knocked back 300 range with the speed of 857.14 regardless of their location is close or far from the center.

  • The target will be hurled upwards in the air for 100 units which is similar to a small arc.

While being knocked back, the units are free to turn, deal damage by casting spells or attack. The knockback also does not disrupt the channeling abilities.

  • Units can be pushed across inaccessible terrain. Any tree within the knockback projectile will be demolished.

The affected unit will be damaged every 1 second after the debuff is applied which means it will be damaged for  2/4/6/8 times.

  • The total damage that an enemy can receive is up to 60/120/180/240 before any reductions.

  • If the unit is hit by the Flamebreak several times, the burn debuff which is applied on it does not stack, but prolongs the current debuff’s duration.

When Flamebreak is cast, the Sticky Napalm debuff will affect the unit first, followed by damage burn debuff and knockback.

Deal no damage on Roshan

With upgrades from Aghanim’s Shard, the current Sticky Napalm will be applied on Flamebreak’s effect radius.

  • Right after purchasing Aghanim’s Shard, Flamebreak will be granted one charge.

  • If Sticky Napalm is not updated, no stack is added.

Firefly

Firefly (No Target, Magical)

Effect: Batrider hovers higher in the sky and leaves the trail of burning flames while flying. This trail deals damage and destroys trees on its path. Batrider also receives the day/night vision advantage while Firefly is activated.

Mana Cost: 125

Cooldown: 52/46/40/34

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)

Notes:

Other channeling abilities which are casting will be disrupted by Firefly.

Batrider can easily fly over the impassable terrain, units, buildings and trees during Firefly.

The flaming trail will disappear immediately when the ability reaches its duration.

  • The additional duration which is granted by talent does not affect the current active Firefly.

Any unit which is in the range of 200 radius will be dealt damage by the fire trail.

Deals 10/17.5/25/32.5 damage every interval beginning 0.1 seconds after casting, with the first period lasting 0.4 seconds and the rest lasting 0.5 seconds, culminating in 31 (Talent 44) damage occurrences.

  • The total damage that Firefly can deal on a unit before any reduction is up to 310/542.5/775/1007.5 (Talent 440/770/1100/1430) damage.

The tree within the 100 radius will be destroyed by Batrider when Firefly is active.

The fire trails from subsequent casting completely stack. Each spell generates its own buff, complete with its own fire trail.

The death of Batrider does not make the existing fire on the ground disappear. Instead, it will stay until the end of the duration.

  • Which means if Batrider is revived before the end of Firefly, he neither flies nor leaves the flaming trail again.

Have no effect on Roshan.

Flaming Lasso

Flaming Lasso (Unit Target, Physical)

Effect: Batrider throws a flaming lasso towards the enemy targets which stuns them and drags them along with Batrider for a while.

Mana cost: 225

Cooldown: 120/115/110 (Talent 85/80/75)

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

  • Upgradable by Aghanim’s Scepter:
  • Effect: Batrider can throw out two lassoes and drag two enemies simultaneously.
  • Secondary Target Search Radius: 6000

Notes:

The target is totally unable to move, attack or cast spells during Flaming Lasso.

During the activation of Flaming which lasts for 3/3.5/4 seconds,Batrider can not attack. He can attack when Flaming Lasson either reaches its duration or is disrupted.  

The target will be dragged for 300 distance behind Batrider regardless of the terrain.

The lasso will be broken if the distance between Batrider and the dragged unit suddenly exceeds 425.

  • Flaming Lasso is prioritized towards other position changing effects. However, teleports can disrupt the lasso.

  • Whenever teleport is cast, Lasso will be broken regardless of the distance.

  • The lasso will disappear when Batrider or target dies.

  • When the target is affected by some abilities such as Fear, Hypnosis, Dismember and Walrus Kick, the lasso is disrupted.

The lasso deals damage every 1 second, beginning right after the spell is cast, resulting in 3/3/4 instances.

  • The total damage that the lasso can deal before any reduction is up to 105/165/300 damage per target

The invulnerable and hidden units are immune to the lasso. However, they can be dragged.

  • The lasso does zero damage and applies no debuff on Roshan. However, the Batrider is disarmed.

Can apply many lassoes on different units with the help from items such as Refresher Orb.

With upgrades from Aghanim’s Scepter, the nearest ally and his creep-heroes or clones of the targeted enemy within the range of 600 will be lassoed too.

  • Due to the connection between the first and second target, the second target will be dragged in the same distance and direction with the first one.

  • The distance that the second target is dragged would be 600 behind Batrider.

  • Both lasso are independent from each other which means when the primary target breaks free, the second is still lassoed and dragged.

Items