
Lich
In life, the frost-mage Ethreain (not yet a Lich) had used the threat of destructive ice to enslave entire kingdoms. His subjects, aided by a few desperate magicians, eventually grew bold enough to ambush him. Armed with enough charmed rope to bind him forever, they tied the frost mage to adamant weights and dropped him in a pool known chiefly for being bottomless. It wasn't. <br><br>He only fell for a year or so before an outcrop snagged him. There he rested, dead but undecaying, until the geomancer Anhil thought to verify the legend of the supposedly bottomless Black Pool. Anhil's plumbline snarled with the ropes that bound the drowned magician, and up he hauled an unexpected prize. Thinking that by rendering the dead undead, he could question the Lich about the properties of the pool, he removed the bindings and commenced a simple rite of resurrection. Even the descendants of Ethreain's enemies were long forgotten by time, so there were none to warn Anhil against imprudence. But he learned the error of his judgment almost immediately, as Lich threw off the shackles and consumed him.
Base STR
20 +2.1
Base AGI
17 +1.7
Base INT
28 +3.4
Move Speed
290
Attack Range
550
Base Armor
-1
Attack DMG
24–33
Projectile
900
Innate Abilities

Sacrifice
Sacrifice an allied creep to convert its current health into mana for Lich and give Lich its experience bounty.
Begins the game on cooldown and with no charges.
CURRENT HEALTH CONVERTED:
42%
EXPERIENCE BOUNTY:
69%
- Cannot sacrifice ancients or creep-heroes.
- Sacrificed creeps count as denies and can give experience to enemy heroes. Lich's experience bounty and enemy heroes' deny experience are independent.
Abilities

Frost Blast
Cooldown
7s
Mana
110 / 120 / 130 / 140
Blasts the target enemy unit with damaging frost, dealing area damage and slowing movement and attack rates for 4 seconds. The primary target receives both base and area damage.
RADIUS:
200
MOVEMENT SLOW:
-25%
ATTACK SLOW:
-30 / -40 / -50 / -60
BASE DAMAGE:
40 / 80 / 120 / 160
AREA DAMAGE:
80 / 120 / 160 / 200
Frost-mage Ethreain has not forgotten even the simplest of ice manipulation.

Frost Shield
Cooldown
30 / 25 / 20 / 15s
Mana
100 / 110 / 120 / 130
Applies a magical frost shield around the target, reducing damage from attacks against it. While the shield is active, ice magic will affect nearby enemy units every 1 seconds, dealing minor damage and slowing them.
DAMAGE REDUCTION:
45 / 50 / 55 / 60%
SLOW:
20 / 25 / 30 / 35%
SLOW DURATION:
0.5
DAMAGE:
18 / 32 / 46 / 60
BUFF DURATION:
4 / 5 / 6 / 7
- Spell-immune enemies are not affected by the damage or slow.
- Frost Shield can be cast on buildings.
First conceived of to protect him in his mortal years, the frost magic that Ethreain weaves around himself has only grown colder with time.

Sinister Gaze
Cooldown
24 / 22 / 20 / 18s
Mana
25
CHANNELED - Hypnotizes an enemy unit, causing it to move towards a point between the two of you and drains a percentage of its current mana.
DISTANCE MOVED:
32 / 38 / 44 / 50%
MANA DRAIN PER SECOND:
20%
DURATION:
1.1 / 1.4 / 1.7 / 2
Mind the cold...

Chain Frost
Cooldown
100 / 80 / 60s
Mana
180 / 300 / 420
Releases an orb of frost that bounces between nearby enemy units up to 10 times, slowing and damaging each time it hits. Each bounce increases the damage for the subsequent bounces. Chain Frost lingers on its last target if it fails to bounce and can bounce again if new targets become available.
DAMAGE EACH BOUNCE:
250 / 400 / 550
INCREMENTAL DAMAGE:
15 / 20 / 25
BOUNCE RANGE:
550
MOVEMENT SLOW:
-65%
ATTACK SLOW:
-65
SLOW DURATION:
2.5
LINGER DURATION:
2
- Chain Frost cannot be disjointed.
- Chain Frost has a movement speed of 850.
- Chain Frost doesn't bounce to Zombies.
Almost universally considered the ultimate in frost magic, Ethreain's orb of frozen death strikes fear into those who dare stand against him.
Talents

Aghanim's Scepter

Sinister Gaze
Sinister Gaze becomes an Area of Effect ability, affecting units within a radius of 0 in the target area. Sinister Gaze allows Lich to cast other abilities while channeling it.

Aghanim's Shard

Ice Spire
Cooldown
25s
Mana
150
Creates an Ice Spire at the target spot, slowing enemies around it. Can take 4 hero hits or 8 creep hits and when destroyed it will create a Frost Blast around it.
Chain Frost can be cast on the Spire and can bounce to the Spire and damage the spire by 1 hero attack if there are no other enemies in range.
Lich can cast Frost Shield on the Spire. Each Frost Shield tick will heal the spire by 1 hero attack.
MOVEMENT SLOW:
-25%
EFFECT RADIUS:
550
DURATION:
15
The waters within the Black Pool remain liquid far below the point of freezing and immediately crystallize when removed.
Hero Performance
Median across all public matches · OpenDotaForm
51%
Win rate in recent matches
Performance
63%
KDA ratio (kills + assists / deaths)
Laning
13%
Last hits per minute over full game
Farm
45%
Average gold per minute
Fighting
20%
Average kills + assists per match
Experience
64%
Average XP per minute
Strategy
When to Pick Lich?
Lich got his old Sacrifice ability back—and old Dota 2 players know EXACTLY what that means. For those who don't, let me explain. Sacrifice allows Lich to instantly kill an allied creep to gain mana and experience from it directly. It comes online at two minutes with a 120-second cooldown. Do you understand what that does to the landing phase?
It means Lich starts the game with a tool to deny his OWN creep for mana and experience simultaneously—giving him a level advantage over the enemy support that compounds over time and giving him the mana to keep spamming Frost Blast on the enemy carry without ever running dry. High-level Dotabuff analysis confirmed it directly—a Lich who sacrifices on cooldown will be one to two levels ahead of the enemy support by minute eight. One to two LEVELS ahead. On support.
That translates directly into stronger spells, earlier power spikes, and a laning phase where the enemy carry is being absolutely frozen and harassed by a hero who never runs out of resources to do it. BSJ called him a prime candidate for the current meta alongside Crystal Maiden and Venomancer. Dotabuff listed him alongside Venomancer as one of the two clear top hard support picks. He is good right now, and the return of Sacrifice is the single biggest reason why.
He is disgusting in lineups with strong early aggression that can capitalize on a frozen, slowed carry sitting in lane taking repeated Frost Blasts while their mana pool gets drained—Dragon Knight, Juggernaut, Ursa—heroes that can convert an early numerical advantage into a dead enemy carry before the six-minute mark.
He thrives specifically because the current meta is a laning patch where winning the early game snowballs directly into winning the midgame, and Lich's Sacrifice creating a level advantage in the support role is one of the most reliable and repeatable ways to establish lane dominance from minute one without relying on any kills at all.
He pairs beautifully with melee carries that struggle against ranged supports but love having space and resources to farm—because Lich's Frost Blast forces the enemy hard support away from the lane continuously while his carry free-farms with zero harassment pressure from the opposite side.
He also pairs well with carries that appreciate the Frost Shield defensive ability—heroes that dive and take hits in fights benefit enormously from 70% damage reduction for a few seconds at exactly the right moment.
Avoid picking him into lineups with a lot of magic resistance heroes that completely neutralize his damage output—Huskar laughs at every single Frost Blast Lich throws at him, and picking Lich into a Huskar mid is one of the most demoralizing laning experiences available in the current version of this game.
Also feels genuinely terrible in lineups with strong silence—because a silenced Lich who cannot sacrifice, cannot Frost Blast, cannot Frost Shield, and cannot Chain Frost is just a slow hero with below-average attack range standing in the lane doing absolutely nothing useful for his carry.
Tips & common mistakes
- Sacrifice on cooldown is not a suggestion — it is a mandatory discipline that separates a Lich who understands the hero from a Lich who just happened to pick him in the hero selection screen. The two-minute cooldown means you get it roughly every two minutes in the laning phase — use it every single time it comes off cooldown without exception. Missing even one or two Sacrifice casts in the early game is falling behind on the exact advantage that makes Lich worth picking in the first place.
- Frost Blast's slow is the entire reason the enemy carry cannot trade efficiently against you in the laning phase. The moment it hits, they are moving at a fraction of their normal speed and taking extra damage from the AoE cold around the impact—use this to force the enemy carry away from creep kills, to set up your own carry for early right-click harassment, and to keep the lane pushed under the enemy tower where they have no comfortable farming position.
- Frost Shield is criminally underused in average games, and it is one of the most impactful defensive tools any hard support has in the entire game right now. Slapping Frost Shield on your carry the moment someone initiates on them reduces all incoming damage by 70% for several seconds and slows everyone attacking the shielded target—in a meta of right-click-heavy carries trying to burst your carry down in two seconds, this literally saves their life in fights that would otherwise be unwinnable.
- Chain Frost's bouncing behavior is entirely dependent on how many heroes are grouped together—the more heroes clumped in a tight space, the more bounces Chain Frost deals between them and the more total damage it deals. Do NOT use Chain Frost on a single isolated hero in an empty area of the map—save it for team fights where multiple heroes are standing near each other and let the bounces stack up into something genuinely terrifying. Unlimited bounces at level 25 means a late-game Chain Frost into five grouped heroes is basically infinite damage until everyone is dead.
- The level advantage from Sacrifice means you should be using your stronger spells more aggressively than a typical hard support would — because you are one to two levels ahead of the enemy support, your spells hit harder, your mana pool is slightly bigger, and your cooldowns feel comparatively better. Lean into this advantage rather than playing passively like you are a normal position-five hero—you are ahead on resources, and you should be making the enemy pay for it.
- Stop using Chain Frost as a panic button when you are already dying in a bad position. It is your most important teamfight ultimate, and it should be used proactively when the fight starts in a position where the bounces can chain between multiple targets—not reactively when you are already low HP and trying to get one last spell off before you die, having contributed nothing meaningful to the outcome.
- Build Glimmer Cape and Force Staff as your primary utility items in the current meta — both items extend Lich's survivability and usefulness significantly beyond just his spells. Glimmer Cape saves his life when he gets jumped, Force Staff lets him reposition for Chain Frost or escape a bad initiation, and Guardian Greaves provides the team-wide healing that makes him genuinely valuable in extended fights beyond just his damage output.
Summary
Lich is good right now, and the return of Sacrifice is the reason—full stop.
The ability to deny your own creep for mana and experience simultaneously creates a compounding level advantage in the laning phase that most enemy supports simply cannot match, and a Lich who executes this correctly and wins the laning phase almost always carries that resource advantage into a midgame where his Frost Blast harassment, Frost Shield saves, and Chain Frost teamfight damage all feel proportionally stronger than they do when he is playing from behind.
The current meta rewards hard supports that dominate their lane, and Lich does exactly that. BSJ called him a prime candidate, and multiple analysts confirm his position alongside Venomancer at the top of the hard support pool, and old Dota 2 players who remembered how oppressive Sacrifice used to be are not at all surprised by any of this.
Use Sacrifice on cooldown without fail, Frost Blast the enemy carry into submission, save your carry with Frost Shield at the exact right moment, and wait patiently for the teamfight where five heroes stand close enough together that unlimited Chain Frost bounces at level 25 turn the whole enemy team into a frozen pile of bad decisions and wasted gold. Just do not pick him for Huskar. I am BEGGING you.
Pro Players Known For This Hero








































