Lore & Bio
"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.
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.”
Attribute & Stats
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Strength: 28 + 29 each level;
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Agility: 15 + 1.8 each level;
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Intelligence: 22 + 2.9 each level;
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Health: 760;
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Health regeneration: + 4.55 each second;
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Mana: 339;
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Mana regeneration: + 1.1 each second;
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Damage: 39 - 43;
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Amor: 3.5;
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Magic Resistance: 25%;
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Turn Rate: 0.9;
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Attack Range: 400;
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Attack Speed: 100;
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Projectile speed: 900;
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Attack Animation: 0.3+0.54;
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Movement: 300;
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Sight Range: 1600/800;
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Base Attack time: 1.7 seconds per attack;
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Damage Block: 0;
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Collision size: 24.
Abilities & Talents
Notes:
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The magic resistance granted by talent can stack with other sources of magic resistance. Which means the total magic resistance of Batrider is 40%
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The health granted by talent only expands the health pool, not changing the current health of Batrider.
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The illusions do not take advantage of the bonus armor which is granted by talent.
Skills building guide
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.
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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.
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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.
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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.
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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.
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The total damage that an enemy can receive is up to 60/120/180/240 before any reductions.
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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.
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Right after purchasing Aghanim’s Shard, Flamebreak will be granted one charge.
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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.
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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.
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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.
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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.
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Flaming Lasso is prioritized towards other position changing effects. However, teleports can disrupt the lasso.
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Whenever teleport is cast, Lasso will be broken regardless of the distance.
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The lasso will disappear when Batrider or target dies.
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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.
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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.
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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.
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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.
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The distance that the second target is dragged would be 600 behind Batrider.
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Both lasso are independent from each other which means when the primary target breaks free, the second is still lassoed and dragged.
Effective items guides
Early game
Tango
Tango and Healing Salve are items to help you heal and regenerate your health so you can stay in the lane longer for farming.
Iron Branch
Iron Branch gives Batrider a small amount of attack speed and attack damage as well as intelligence, allowing you to last hit the creeps easier in the early game.
Clarity
Clarity provides mana regen which helps Batrider cast his abilities more frequently.
Wind Lace
Wind Lace grants movement speed which can allow him to go to the lane faster or support other lanes if necessary.
Magic Stick
Magic Stick is a source of mana and health restoration which helps Batrider to cast spells more frequently.
Boots of Speed
Boost of Speed increases mobility which helps him to catch up with the enemies and deal damage during Firefly.
Mid game
Magic Stick
With the Magic Stick that you purchase in the early game, Magic Wand is a decent and reasonable upgrade as it can grant you a small bonus and extra health.
Tranquil Boots
Tranquill Boost: Besides the movement speed it grants, it is also a reliable resource of health regeneration which keeps him in the lane longer to farm more gold and get his power accelerated better.
Drum of Endurance
Drum of Endurance is a great item with a reasonable price as it grants great attributes and movement speed for him which synergizes well with Firefly.
Blink Dagger
Blink Dagger makes up for the Batrider’s lack of mobility which helps him to cast Flaming Lasso easily.
Force Staff
Force Staff works well with Flaming Lasso as it increases the dragging distance.
Late game
Black King Bar
Besides the health and damage bonus which is granted by Black King Bar, the Ability of BKB can guard Batrider from being disabled while casting Flaming Lasso.
Shiva's Guard
Shiva’s Guard expands the mana pool as well as grants a lot of armor. Furthermore, the huge intelligence stats it grants is what Batrider needs to survive better and deal more damage.
Situation items
Infused Raindrops
Infused Raindrops keeps Batrider’s mana at the sustain state by granting mana regeneration. In addition, it allows Batrider to survive better by absorbing magical damage partially.
Eul's Scepter of Divinity
Eul’s Scepter of Divinity: Besides being a great tool to disable an enemy or himself, it also grants Batrider movement speed as well as mana. Eul’s Scepter of Divinity synergizes well with Fireflye and Flaming Lasso as it temporarily keeps Batrider out of the combat while dealing damage and preventing his spells from being broken.
Gem of True Sight
Gem of True Sight grants the True Sight which allows Batrider to initiate the combat safely.
Ghost Scepter
Ghost Scepter makes Batrider immune to the physical attacks besides the attributes it grants. This item is also a great tool to help escape after initiating the combat.
Ethereal Blade
Ethereal Blade is a decent upgrade from Ghost Scepter. This item increases the Batrider’s damage output as well as guard him against the physical damage.
Dagon
Dagon allows Batrider to evaporate the enemy who is affected by Flaming Lasso by granting bonus magical damage and some burst potency.
Boots of Travel
Boots of Travel grants him the mobility which allows him to drag the enemy a longer distance.
Rod of Atos
Rod of Atos: Besides, the stats it grants, the root effect can help him to stack Sticky Napalm on the enemy and place Flaming Lasso easier.
Aghanim's Scepter
Aghanim’s Scepter upgrades the ultimate of Batrider which allows him to lasso on two targets instead of one.
Linken's Sphere
Linken’s Sphere prevents enemies from breaking Flaming Lasso by granting Spellblock besides providing regeneration and attributes.
Scythe of Vyse
Scythe of Vyse:morphs the target into a harmless swine which gives her more time to lasso the enemy.
Octarine Core
Octarine Core is the ideal item for Batrider as it expands the mana and health pool, grants mana regeneration as well as cast range which allows Batrider to cast more spells in a safe distance and survive better. Besides, the cooldown reduction lets Batrider spam his skills more frequently.
Enemies & Allies
Allies
Bloodseeker
Bloodseeker’s Rupture synergizes well with Batrider’s Flaming Lasso which deals enormous damage towards the target.
Ursa
Ursa: With Blink Dagger, Ursa can follow Batrider when casting Firefly. Ursa can finish the enemy instantly with Overpower and Enrage during Lasso's duration.
Pugna
Pugna: Flaming Lasso grants Pugna enough time to cast Life Drain as well as drags the enemies in the active range of Life Drain.Decrepify amplifies the Batrider’s damage output.
Skywrath Mage
Skywrath Mage: Flaming Lasso puts the enemy in the position which is perfect for Skywrath Mage to cast Mystic Flare. Ancient Seal amplifies the Batrider’s damage output.
Pudge
Pudge’s Meat Hook can drag the enemy in the range that Batrider can cast Flaming Lasso. With the help from Dismember, Batrider can secure the kill from the enemy.
Counters
Abaddon
Abaddon’s Aphotic and Borrowed Time will break Flaming Lasso.
Kunkka
Kunkka’s X Marks the Spot prevents Batrider from escaping and can be used to disrupt the Flaming Lasso.
Legion Commander
Legion Commander: Duel can finish Batrider before he can deal any damage. Furthermore, Press the Attack will break Flaming Lasso.
Nyx Assassin
Nyx Assassin: Firefly has a slight to no effect on Nyx Assassin when he casts Spiked Carapace.
Oracle
Oracle’s False Promise will break Flaming Lasso. Fortune’s End can break Flaming Lasso by rooting Batrider.It can be used to disrupt Sticky Napalm and Flamebreak. Magical damage from Batrider has no effect on Oracle during Fate’s Edict.
Tidehunter
Tidehunter’s Kraken Shell can break Flaming Lasso. Tidehunter can wipe out all of Batrider’s teammates if he drags Tidehunter back to his team.
Ursa
Ursa: With the upgrades from Aghanim’s Scepter, Enrage can break Flaming Lasso.
Vengeful Spirit
Vengeful Spirit’s Nether Swap makes Flaming Lasso which is used on ally and Batrider become a waste. Blink Dagger will become useless if Vengeful Spirit casts Wave of Terror.
Venomancer
Venomancer’s Plague Wards can disable Blink Dagger and reveal Batrider’s position.
Weaver
Weaver’s Time Lapse with Aghanim’s Scepter upgrade can break an allied hero free from Lasso. With Linken’s Sphere, Batrider can not deal much damage to Weaver.
Slark
Slark’s Dark Pact can be used to break Flaming Lasso and Sticky Napalm.
Items Counter
Linken's Sphere
Linken’s Sphere blocks most of the magical damage dealt by Batrider as well as make the items like Force Staff and Eul’s Scepter of Divinity become a waste.
Lotus Orb
Lotus Orb forces Batrider to lasso himself which stops him from dragging the enemy.
Aeon Disk
Aeon Disk breaks Flaming Lasso, giving the target enough time to survive or escape
Magic Stick
Magic Stick and Magic Wand can refill their charges quickly as Batrider will spam Sticky Napalm in lane.
Phase Boots
Phase Boost counters Sticky Napalm by increasing turn rate.
Blade Mail
Blade Mail can bring death to Batrider by reflecting his own damage from Firefly.
Mage Slayer
Mage Slayer reduces the magical damage output from Batrider’s abilities.
Favorable Matchups
Chen
Chen: the slow debuff from Sticky Napalm makes Chen and his illusion become vulnerable towards Flamebreak and Firefly. Flaming Lasso can drag Chen away from the protection of his creeps which put his life on the line.
Meepo
Meepo: Flaming Lasso can single out the real Meepo among his illusions and focus on him.
Monkey King
Monkey King: Batrider can destroy the tree by casting Firefly which stuns Monkey King when casting Tree Dance.
Naga Siren
Naga Siren: Illusions created by Mirror Image will be wiped out easily by Sticky Napalm, Flamebreak and Firefly. After all the illusions are killed, Batrider can easily cast Flaming Lasso on Naga Siren and prevents her from getting away by casting Song of the Siren.
Techies
Techies’s roximity Mines can not affect and reveal Batrider’s location during Firefly.
Templar Assassin
Templar Assassin: Meld can not guard Templar Assassin from Batrider damage.
Treant Protector
Treant Protector: Trees generated by Eyes in the Forest will be chopped down quickly when Batrider casts Firefly and reveal Treant Protector’s location during Nature;s Guide.
Game plan
Early game
You must focus on farming as much as you can. With the help from Sticky Napalm, farming is not a big deal to you in the early game as it can clear the minion’s waves pretty quick. In case the opponent plays a little aggressive, remember to cast Flamebreak to knock the enemy back. If you are ganked by a jungler, or siege by enemies, Firefly can discourage them to chase you down.
Mid game
Your priority is still farming but be ready to engage in any imminent fights. As you can deal tons of damage , you must be present in any team fight. You should hold your position well or find a good spot to cast Flambreak, Sticky Napalm and Firefly. Besides, you can initiate a combat by casting a perfect Flaming Lasso.
Late game
Your objectives in the late game are quite the same with the mid game but this time you and your team might play around the keys objectives like Roshan and towers. As you are insanely strong when the game is dragged to the late so you must find a great position to cast all of your abilities and then win the combat or even the game. You can also use Flaming Lasso to catch the split push enemy hero or initiate the teamfight.