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Auto Chess hero · Divinity · Mage

God ofThunder

Бог грома

Zeus' Punishmentactive, single target

God of Thunder calls down lightning on random enemies for 300 / 400 / 600 magical damage plus extra damage based on the target's current HP — 15% / 25% / 45%. Thunderstrike rate 50%, cooldown 12 / 10 / 8 s. If several copies are on the board, the percentage damage to the chessplayer is counted only once, using the highest value.

Role: an expensive back-line mage carry that burns several enemies at once and hurts high-HP targets especially hard thanks to the current-HP scaling. He is a mid-to-late game magic damage core and anchors Divinity and Mage synergies.

Dota Auto Chess prototype: Zeus

God of Thunder

Stats

1★2★3★
HP95019003800
Attack50–70100–140200–280
Attack speed1.4
Armor7
Magic resist40%
Range320
Player damage10%15%25%

per in-game wiki, updated 2026-09-08

Synergies

Divinity · species
Synergy effect: (2) Ability cooldown of allied pieces is reduced by 30%. (4) Ability cooldown of allied pieces is reduced by 30%. (6) Mana-based abilities reduce the current remaining cooldown of your active abilities and active equipment by 50%. Effects of several active thresholds stack together.
How to play
Divinity speeds up ability cooldowns for the whole board: (2) already makes your heroes cast noticeably more often, and (4) stacks with the first threshold and makes the difference very tangible. The thresholds are covered by heroes of different costs, so the core comes together in the mid game and (6) with the expensive pieces closer to the end, when every ability cast additionally refreshes active abilities and equipment. The synergy shines most with heroes whose fights are decided by abilities rather than auto-attacks.
God of WarGoddess of LightGrand HeraldKhanPrimal Whisper
Mage · class
Synergy effect: (3) Reduces the magic resistance of all enemy pieces by 30%. (6) Reduces the magic resistance of all enemy pieces by 80%. (9) Reduces the magic resistance of all enemy pieces by 85%; in addition, at the start of the battle enemy pieces receive a debuff: they are frozen when they take magical damage. The freeze duration equals the actual magical damage taken divided by 300, in seconds. Class trait: each surviving allied Mage on the board grants Mages 10% mana, up to 60%. Freeze: the piece cannot attack, move, or use abilities.
How to play
Mages are a magical damage synergy: (3) noticeably lowers the magic resistance of all enemies, (6) almost removes it, and (9) adds a freeze on magical damage — a rare late-game option. The class is wide, with many cheap heroes, so (3) comes together in the first rounds, (6) in the mid game, and the top threshold is closed by expensive Mages. Mages need a sturdy front line in front of them, but their trait builds mana quickly while many Mages are alive on the board.
HawkLight SpiritThe SourceWinter ChiropteranFlame WizardShining DragonOgre MageBlight SorcererFire SpiritThunder TraceTortola ElderFrostblaze DragonThe Scryer

Lore

hero story

I

I lit up the dark sky with lightning, and the world below was filled with horror, reverence, and ignorance. Wild mountains and barren deserts made up most of the land. Tribes and barbarians were scattered over the barren lands, and the world was still asleep in wilderness and ignorance, knowing nothing about its vastness. They were thrown into quarrels, desires and fears, filling every corner of the world with their ignoble lives, taking my thunder as punishment, never realizing that they were in a well-ordered world. The clash of arms in a clearing caught my attention. Interesting, two new civilizations were fighting for a territory. One race was feathered creatures who lived in the forest, capable of using lower magic. The other lived in the mountains, short, using inferior gunpowder as a weapon. Even though the two sides were opposites in looks, they both wanted to kill each other, sad and funny. I praise them for their efforts which transcended the limitations of their time. To my regret, their efforts were in the wrong direction. They were destined to be buried in the dust. Other races would take their place, and the cycle repeats itself over and over.

II

I moved west, leaving forests and mountains behind. I came to a vibrant plain, where the race there built a country in good order. It seemed that they had learned enough from history. However, fight is always an eternal theme. Mountains of bodies and river-like blood defied this land of happiness. Those who chose to fight had no place to retreat to, only clinging to their position. Survivors brandished their weapons fruitlessly. Claws pierced their chests, ripping them apart. Their enemies were arthropods with no intelligence, brutal but efficient killing machines. Numbers were their absolute advantage. I didn't plan to intervene in their fight, but when they saw me coming, they were all fired up, howling in the wind, fighting like trapped animals, and managing to find a way out of the sea of worms. I have seen fights like this thousands of times, and the survivors would have my image inscribed in scriptures and enshrined in the top of the church for daily prayer. With the passage of time and after they forgot the pain, they would stamp my image on armors and weapons and start the same boring war again.

Artwork 1

God of Thunder

In builds full stats →

143 7%
picks
3.3
avg place
with the hero on the board
22% / 76%
top-1 / top-4
3%
reached 3★
1★ 70 · 2★ 68 · 3★ 5

played best by Sailem — avg place 1.5 in 2 builds · last seen #282

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