WaterSpirit
Дух воды
Wave Slashactive, area damage
after a number of basic attacks — 8 / 7 / 6 by star level — Water Spirit turns into a wave and dashes behind the furthest enemy, dealing 150 / 300 / 450 magical damage to everyone along the path (wave width 160).
Role: an expensive late-game ranged carry. He sits in the back line and shoots, while the ability throws him deep into the enemy formation, slicing through it with the wave — so a solid front line matters. Fits Feathered, Spirit and Assassin synergies.
Dota Auto Chess prototype: Morphling
Stats
| 1★ | 2★ | 3★ | |
|---|---|---|---|
| HP | 1000 | 2000 | 4000 |
| Attack | 70–80 | 140–160 | 280–320 |
| Attack speed | 1.4 | ||
| Armor | 5 | ||
| Magic resist | 10% | ||
| Range | 320 | ||
| Player damage | 2 | 3 | 4 |
per in-game wiki, updated 2026-09-08
Synergies
Synergy effect:
(2) If allied Spirits are attacked in melee, there is a 15% chance to petrify the attacker for 3 seconds. The effect can only be removed by a strong dispel.
(4) Allied pieces have a 10% chance to petrify the attacker for 3 seconds after an attack (strong dispel only).
(6) Petrified duration +1 second, and damage taken by petrified enemy units is increased by 100%.
Petrify: the unit cannot attack, move or cast abilities. This effect pierces spell immunity.
The effects of several thresholds are active at the same time: activating a higher threshold does not deactivate the lower one.
How to play
Spirit is a control synergy through petrification: (2) is built from cheap heroes in the first rounds and punishes enemy melee fighters who hit the Spirits. (4) in the mid game spreads the petrify chance to the whole board, and (6) with the expensive heroes also makes petrified enemies twice as vulnerable to damage. The thresholds stack, so the fuller the build, the more often the enemy stands still, and the synergy pairs well with any source of damage.
Synergy effect:
(3) Evasion of allied Feathered pieces +25%.
(6) Evasion of allied Feathered pieces +55%.
(9) Evasion of allied Feathered pieces +55%. After an evasion triggers, the piece becomes invisible for 1 second and creates a phantom of the attacker that lasts 7 seconds; the trigger interval is 5 seconds.
Illusion: inherits 100% of the original piece's attack and takes 100% damage, but does not inherit the skill, synergies, items or non-base stat bonuses (for example, the bonus attack from Avenge Knight's ability). Each piece can have only one illusion at a time. Illusions do not create illusions themselves.
How to play
Feathered is protection from physical damage through evasion: (3) is built from cheap heroes in the first rounds, and (6) in the mid game makes enemy fighters and shooters miss again and again. Evasion does not help against magic damage, so Feathered is complemented with other protection. (9) is a rare late build where every evasion also hides the piece and adds an illusion to the board.
Synergy effect:
(3) Allied Assassins have a 20% chance to deal 300% damage with their basic attacks.
(6) Allied Assassins have a 20% chance to deal 400% damage with their basic attacks.
(9) After an allied Assassin kills a target, it gains one extra jump and its next attack is a guaranteed critical hit.
Class trait: at the start of the battle, Assassins jump into the enemy back line and land a guaranteed critical hit with their first basic attack; the crit multiplier is taken from the highest active synergy tier.
The effects of multiple synergy tiers stack: the critical chance is rolled for each tier, while the damage uses the highest multiplier.
How to play
Assassins are a back-line damage class: at the start of the battle they jump onto the enemy pieces in the back and land a guaranteed critical hit, and from (3) their regular attacks crit often. (6) raises the multiplier noticeably, and (9) grants extra jumps and guaranteed crits after every kill, turning Assassins into a chain-killing machine. The class is wide: cheap heroes let you reach (3) early, but the strongest Assassins are expensive, so (6) and especially (9) belong to the mid and late game. Assassins work best when someone else holds the front while they finish off vulnerable mages and archers.
Artwork 1
In builds full stats →
83 4%
picks
3.8
avg place
with the hero on the board
17% / 64%
top-1 / top-4
4%
reached 3★
1★ 39 · 2★ 41 · 3★ 3
played best by GCC.Shad0w — avg place 2.0 in 2 builds · last seen #281
