
Lion
Once a Grandmaster of the Demon Witch tradition of sorcery, Lion earned fame among his brethren for fighting on the side of light and righteousness. But adulation corrupts. With powers surpassed only by his ambition, the mage was seduced by a demon and turned to evil, trading his soul for prestige. After committing horrible crimes that marred his soul, he was abandoned. The demon betrayed him, striking better deals with his enemies. Such was Lion's rage that he followed the demon back to hell and slew it, ripping it limb from limb, taking its demonic hand for his own. However, such demonoplasty comes at a cost. Lion was transfigured by the process, his body transformed into something unrecognizable. He rose from hell, rage incarnate, slaying even those who had once called him master, and laying waste to the lands where he had once been so adored. He survives now as the sole practitioner of the Demon Witch tradition, and those who present themselves as acolytes or students are soon relieved of their mana and carried off by the faintest gust of wind.
Base STR
18 +2.4
Base AGI
15 +1.7
Base INT
19 +3.5
Move Speed
290
Attack Range
600
Base Armor
0
Attack DMG
29–35
Projectile
900
Innate Abilities

To Hell and Back
Lion gains 20% debuff duration after killing or assisting in a Hero kill while that Hero is dead.
Lion gains 20% spell amplification for 90s after respawning or resurrecting or until he gets a kill or assist.
Abilities

Earth Spike
Cooldown
14 / 13 / 12 / 11s
Mana
90 / 110 / 130 / 150
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
DAMAGE:
105 / 170 / 235 / 300
STUN DURATION:
1.3 / 1.6 / 1.9 / 2.2
- The spikes move at 2800 units per second.
- Does not trigger spell block or spell reflect.
The Demon Witch exercises his demonic covenant, opening a fissure from hell.

Hex
Cooldown
24 / 20 / 16 / 12s
Mana
110 / 140 / 170 / 200
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
DURATION:
2 / 2.4 / 2.8 / 3.2
- Instantly destroys illusions.
- The target will have a base movement speed of 120, but buffs granting maximum movement speed won't be disabled.
Lion is compelled to share his transfiguration, twisting the essence of those who oppose him.

Mana Drain
Cooldown
15 / 12 / 9 / 6s
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%.
Can target allies to give them mana and movement speed at a 50% rate.
CHANNEL TIME:
5
MANA PER SECOND:
20 / 40 / 60 / 120
BREAK DISTANCE:
1100
MOVEMENT SLOW/BONUS:
15 / 20 / 25 / 30%
- Prevents heroes from going invisible.
Lesser magi are nothing more than a source of magical restoration for the Demon Witch.

Finger of Death
Cooldown
110 / 70 / 30s
Mana
200 / 400 / 600
Rips at an enemy unit, trying to turn it inside-out, dealing massive damage to the target.
After using Finger of Death, Lion's hand becomes empowered, allowing him to use a cleaving melee attack with 250 range with bonus movement speed.
Finger of Death gains permanent bonus damage for it and the fist for each enemy Hero it or the fist kills.
The melee attack may be disabled by setting the ability to Alt Cast.
DAMAGE:
600 / 725 / 850
DAMAGE PER KILL:
30
MELEE DURATION:
20
MELEE BONUS MOVE SPEED:
30
MELEE BONUS DAMAGE:
20 / 30 / 40
CLEAVE DAMAGE:
25%
CLEAVE STARTING WIDTH:
150
CLEAVE ENDING WIDTH:
350
CLEAVE DISTANCE:
650
AREA OF EFFECT:
0
- Finger of Death has a 0.25 delay before the damage is applied after the spell is cast, allowing certain abilities to avoid the damage.
- Finger of Death only gains damage if the enemy hero dies within 3 seconds of being affected by Finger of Death.
Lion's disfigured hand is also the source of his greatest power, capable of flooding victims with malefic force.
Talents

Aghanim's Scepter

Finger of Death
Finger of Death gains area of effect damage on the initial cast, and increases duration and cleave damage on its subsequent melee attacks.

Aghanim's Shard

Mana Drain
Causes Mana Drain to affect up to 0 additional enemies and increases break distance. Lion becomes Debuff Immune with 0% magic resistance while channeling.
Hero Performance
Median across all public matches · OpenDotaForm
50%
Win rate in recent matches
Performance
74%
KDA ratio (kills + assists / deaths)
Laning
11%
Last hits per minute over full game
Farm
43%
Average gold per minute
Fighting
23%
Average kills + assists per match
Experience
65%
Average XP per minute
Strategy
When to Pick Lion?
You know what I love about Lion? Every single patch, every single meta shift, every single balance change that comes along and rearranges the entire landscape of Dota 2 — Lion just sits there. Always relevant. Always dangerous.
Always the hero that the enemy carries looks at when they are at 20% HP and thinks, "Please do not have Finger of Death ready." He has been good forever and he is good RIGHT NOW in the current meta, and the reason is embarrassingly simple — this meta is a laning patch where heroes that dominate the early game and create kill threats before anyone has defensive items are thriving, and Lion has been one of the best kill setup hard supports in the game since the literal beginning of Dota 2.
The current patch gave him a reworked To Hell and Back ability and a Finger of Death with a reduced cooldown—making his global execution tool available more frequently than before—and these changes combined with the current meta of squishy, early-game focused lineups mean Lion's kill potential from minute one through the late game never drops below genuinely threatening.
He got a rework to To Hell and Back, which now functions differently from the old Ghost Walk but still provides a useful emergency escape and repositioning tool, and his Finger of Death's reduced cooldown means the window between global executions is significantly smaller than most enemies expect.
He is disgusting in lineups with strong physical damage carries that need single-target lockdown—Ursa, Juggernaut, and Phantom Assassin—because Hex plus Earth Spike into Mana Drain drains their resources while your carry converts the setup into a dead hero, which is one of the most reliable kill patterns in all of Dota 2 at any MMR bracket.
He thrives specifically because the current meta is full of intelligence-heavy mage heroes in the mid lane—Leshrac, Queen of Pain, and Invoker—and Mana Drain on a hero that is entirely dependent on a large mana pool to function is one of the most punishing harass tools available, eating through their resources faster than bottle charges can replace them.
He pairs beautifully with carries that can convert immediately on lockdown—Lifestealer, Slark, and Ursa—heroes that just need the enemy held in place for the one second required to deal their burst and confirm the kill without the target having any chance of escape.
Avoid picking him into lineups with a lot of BKB-rushing cores that completely negate his entire disable kit—a BKB-active Lifestealer or a Rage-active Juggernaut laughing through Lion's Hex and Earth Spike while walking directly toward him is one of the most helpless feelings available on this hero.
Also feels genuinely terrible to Linken's Sphere on the enemy carry—a Linken's block on Finger of Death when the enemy is at 100 HP is one of the most tilting interactions in the game, and if the enemy carry builds Linken's specifically to counter his global execute, Lion loses his most satisfying and game-impactful ability for the exact moment it is most needed. And if the enemy has a lot of gap closers that can reach him before his spells come off cooldown?
Be very careful — because Lion has no natural escape beyond To Hell and Back, and a Slark or an Anti-Mage who blinks directly onto his face between cooldowns is going to delete him before he can do anything meaningful in response.
Tips & common mistakes
- The Earth Spike into Hex combo is completely backwards from how most players execute it at average MMR. The correct order is Hex FIRST — turning the enemy into a frog removes their ability to activate BKB, use Blink Dagger, or cast any escape spell — and THEN Earth Spike to extend the lockdown duration. If you Earth Spike first, the enemy has a full second to activate every defensive item they own before the hex lands. If you Hex first, they can activate nothing during the duration, and your Earth Spike lands on a completely helpless target.
- Mana Drain is not just a harassment tool in the laning phase — it is a teamfight utility ability that completely shuts down intelligence-dependent heroes in extended fights. Channeling Mana Drain on the enemy Leshrac or Invoker during a teamfight drains them out of their ability to spam spells in under five seconds, and a Leshrac who cannot cast Diabolic Edict or Pulse Nova because Lion drained his entire mana pool is a Leshrac dealing zero damage while your team dismantles his teammates one by one.
- Finger of Death does not require a setup combo to be valuable—it is a global execution tool, and most Lion players only use it as the finisher in a full combo when the enemy is already stunned. The real power of Finger of Death is using it reactively on a hero who just used their escape ability and is now at low HP on the other side of the map with no way to get away—cast it from wherever you are standing and collect the kill without ever walking near the target.
- Earth Spike has a travel time before it erupts from the ground — you need to cast it slightly ahead of a moving target, not directly on their current position. Most missed Earth Spikes at average MMR are not bad aim—they are failing to account for this travel time by casting directly at the hero's feet rather than two steps ahead of where they are running. Lead the target, always.
- Stop using Finger of Death as your opener in a gank. You have the most important ability on the entire hero as your cooldown for KILLING heroes—not for initiating. Open with Hex into Earth Spike; confirm the kill with Finger of Death as the execute, and then you have a dead hero AND your most impactful cooldown is still available for the next fight in a few seconds. A Finger of Death used to open a gank on a hero at full HP is a Finger of Death that fails to kill and sits on cooldown while the enemy walks away at 30% HP feeling relieved.
- Lion's Aghanim's Scepter upgrade creates a chained Finger of Death that bounces to multiple targets—in the current meta of grouped teamfight Dota, where multiple heroes are always standing near each other, a chain Finger hitting three heroes in a single cast is one of the highest-value Aghanim's upgrades available on any support hero. Rush it if the game is going long and you have the gold, because the upgrade turns Finger of Death from a single-target execute into a teamfight nuke that hits everyone standing near the primary target simultaneously.
- You are extremely squishy, and you have below-average movement speed. Your ability to impact fights drops to zero the moment you are dead—position yourself behind your carry at all times, always have a mental escape plan before you walk into aggressive positions, and never use To Hell and Back as a panic button when it is already too late. Use it proactively when you see a gap closer targeting you before it arrives, not after you are already stunned and waiting for the animation to finish while the enemy right-clicks you to death.
Summary
Lion is good right now, and he has always been good—because a hero with a reliable Hex, a long-range stun, mana drain, and a global execution tool that reduces its cooldown every time you kill someone is a hero that will never truly fall out of the meta regardless of what Valve does to the surrounding balance.
The current meta of laning dominance and early kill threats plays directly into what Lion does best; the reduced Finger of Death cooldown means he threatens executions more frequently than before, and in a meta full of intelligence-heavy mid heroes who are dependent on their mana pool to deal any damage at all, Mana Drain is quietly one of the most punishing support abilities available right now.
Hex before Earth Spike every single time; use Finger of Death as the execute, not the opener; buy Aghanim's when the game goes long; and make the enemy carry spend the entire game playing at maximum HP because the moment they drop below a certain threshold anywhere on the map, they know exactly what is coming for them, and they cannot stop it. He has always been good. He is still good. He will probably still be good in the next five patches.
Some things in Dota 2 just never really change.









































