PrimalWhisper
Хранитель истоков
Soul Flameactive, area around self
destructive soul flame erupts around the hero, dealing 100 / 125 / 150 magical damage per second to nearby enemies and draining 20 Mana per tick until his Mana runs out. Radius 234 / 290 / 320, cooldown 8 / 6 / 4 s.
Role: an expensive late-game area-damage carry. Position him so the flame covers as many enemies as possible without him dying first — usually a second row behind the front line. He works as the main magical threat in Divinity, Half-Orc and Druid boards.
Dota Auto Chess prototype: Leshrac
Stats
| 1★ | 2★ | 3★ | |
|---|---|---|---|
| HP | 900 | 1800 | 3150 |
| Attack | 60–110 | 120–220 | 240–440 |
| Attack speed | 1.2 | ||
| Armor | 6 | ||
| Magic resist | 20% | ||
| Range | 320 | ||
| Player damage | 2 | 3 | 3 |
per in-game wiki, updated 2026-09-08
Synergies
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.
Synergy effect:
(2) When allied half-orcs enter combat, they charge at the target surrounded by the most enemy units.
(4) When allied half-orcs enter combat, they charge at the target surrounded by the most enemy units. Every melee movement of allied pieces also triggers a charge.
Charge: the piece immediately rushes to the target and stuns enemy units in its path for 1 second. It cannot be blocked during the charge.
How to play
Half-Orc is a synergy of initiation and control: at (2) your half-orcs dive straight into the thickest cluster of enemies, stunning everyone on the way and tying up the enemy back line. A pair of inexpensive heroes lets you switch the effect on early; (4) needs the expensive pieces and extends the charge to every move of your melee fighters, turning the whole board into a chain of stuns. The synergy works best with sturdy melee fighters that survive the jump into the crowd.
Synergy effect:
(2) Upgrading a 1-star Druid requires 1 fewer piece.
(4) Upgrading any Druid requires 1 fewer piece.
(6) Having 2 identical 3-star Druids on the board upgrades them into a Super Strange Egg. It gains as many stacks of [Strange Power] as the cost of those 3-star Druids and destroys all remaining copies of those Druids in the shared piece pool.
Each stack of [Strange Power] grants 10% damage reduction and a 10% damage bonus. Through the Strange Egg's ability [Soul Link], this effect is shared with allied Druids.
How to play
Druids are an economy synergy: they do not buff the fight directly but let you upgrade heroes faster, saving gold and slots. (2) already speeds up upgrading the Druids themselves, (4) removes the star restriction, and (6) is a late-game option where two identical three-star Druids merge into a Super Strange Egg with powerful buff stacks. Early Druids are cheap, so the synergy is easy to assemble at the start and helps preserve health in the first rounds; later it is either sold off or completed with the expensive heroes.
Artwork 1
In builds full stats →
65 3%
picks
3.3
avg place
with the hero on the board
25% / 72%
top-1 / top-4
15%
reached 3★
1★ 23 · 2★ 32 · 3★ 10
GCC_Lisyonok ×7 · 2.0MikuNakano ×5 · 3.0amigo_0s ×4 · 2.8GCC_GHOST ×4 · 3.0MAHbRK ×4 · 3.5GCC_Miralzee ×3 · 3.0
played best by GCC_Lisyonok — avg place 2.0 in 7 builds · last seen #274
