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DOTA2PROTIPS

Heroes/Undying
Undying
StrengthMelee

Undying

How long has it been since he lost his name? The torn ruin of his mind no longer knows. <br><br>Dimly he recalls armor and banners and grim-faced kin riding at his side. He remembers a battle: pain and fear as pale hands ripped him from his saddle. He remembers terror as they threw him into the yawning pit of the Dead God alongside his brothers, to hear the Dirge and be consumed into nothingness. In the darkness below, time left them. Thought left them. Sanity left them. Hunger, however, did not. They turned on each other with split fingernails and shattered teeth. Then it came: distant at first, a fragile note at the edge of perception, joined by another, then another, inescapable and unending. The chorus grew into a living wall of sound pulsing in his mind until no other thought survived. With the Dirge consuming him, he opened his arms to the Dead God and welcomed his obliteration. Yet destruction was not what he'd been chosen for. The Dead God demanded war. In the belly of the great nothing, he was granted a new purpose: to spread the Dirge across the land, to rally the sleepless dead against the living. He was to become the Undying, the herald of the Dead God, to rise and fall and rise again whenever his body failed him. To trudge on through death unending, that the Dirge might never end.

Base STR

22 +2.4

Base AGI

13 +1.2

Base INT

27 +2.8

Move Speed

300

Attack Range

150

Base Armor

0

Attack DMG

33–41

Projectile

900

Ceaseless Dirge

Ceaseless Dirge

PassiveInnate

Cooldown

480s

When Undying dies he will instantly respawn in the fountain. Begins the game on cooldown. Cannot be refreshed.

Only when the Dirge of the Dead God ceases will this soldier's march finally end.

Decay

Decay

Point TargetAOEAghanim's Scepter

Cooldown

13 / 10 / 7 / 4s

Mana

100

Undying steals strength from all enemy heroes in an area, dealing base damage as he claims the enemy's strength for himself. Deals 2x damage to creeps.

BASE DAMAGE:

20 / 60 / 100 / 140

STRENGTH STEAL:

4

STEAL DURATION:

35

RADIUS:

325

  • The strength stolen stacks, but can't cause a hero to have strength below 1.
  • The strength steal takes effect before the damage is dealt.
  • Affects invisible units.

The strength of the living is simply borrowed from the strength of the dead.

Soul Rip

Soul Rip

Unit Target

Cooldown

15 / 12 / 9 / 6s

Mana

80 / 90 / 100 / 110

Undying rips health away from all nearby units and uses it to heal an ally, or damage an enemy. Soul Rip can also be used to heal Tombstone.

DAMAGE/HEAL PER UNIT:

14 / 26 / 38 / 50

MAX UNITS:

10

RIP RADIUS:

1300

TOMBSTONE HEAL:

4 / 8 / 12 / 16

STRENGTH GAIN:

0%

DURATION:

0

  • Can heal Tombstone, but can't heal or damage other buildings.
  • Does not rip from invisible units, invulnerable units, units in the fog of war, or spell immune enemies.
  • Does rip from spell immune allies, including zombies.

Even allies feel despair in Undying's presence.

Tombstone

Tombstone

Point TargetAghanim's Shard

Cooldown

80s

Mana

125 / 150 / 175 / 200

Summons a tombstone at the target point. Zombies will frequently spawn next to every enemy unit in the area around the Tombstone, and attack them. Zombies have the Deathlust ability, which causes their attacks to slow the target, and if the target reaches below a certain amount of health, increases the attack and movement speed of the zombie.

ATTACKS TO DESTROY:

5 / 6 / 7 / 8

TOMBSTONE DURATION:

30

ZOMBIE SPAWN RADIUS:

1200

ZOMBIE SPAWN INTERVAL:

4 / 3.6 / 3.2 / 2.8

ZOMBIE ATTACK DAMAGE:

34

  • Tombstone is Spell Immune, but can be healed by Soul Rip.
  • Zombies and Tombstone are Spell Immune.
  • If their initial target dies or goes out of vision, the Zombie will die.

Dirge calls on his fallen brothers to fight for the Dead God.

Flesh Golem

Flesh Golem

No Target

Cooldown

140s

Mana

100 / 125 / 150

Undying transforms into a horrifying flesh golem. While in this state, he gains a percentage increase to strength, bonus movement speed, and causes attacks to slow, apply damage amplification, and spawn Tombstone zombies.

SLOW ON ATTACK:

30 / 35 / 40%

DAMAGE AMPLIFICATION:

25 / 30 / 35%

DAMAGE AMP DURATION:

3

STRENGTH MULTIPLIER:

40 / 50 / 60%

DURATION:

40

BONUS MOVESPEED:

20

The flesh of the recently dead add to the power of Dirge's plague.

+30 Decay Damage
10
-15s Tombstone Cooldown
+12 Soul Rip Damage/Heal
15
+20 Zombie Damage
-2s Decay Cooldown
20
+4 Tombstone Attacks to Destroy
+50% Flesh Golem Strength Bonus
25
Tombstone On Death
Aghanim's Scepter
Decay

Decay

Increases strength steal.

Aghanim's Shard
Tombstone

Tombstone

Tombstone can be cast on an allied hero to bunker inside of the tombstone. Heroes that enter the Tombstone cannot leave for 2 seconds nor can they re-enter after leaving. If the tombstone is destroyed with a hero inside, that hero gets stunned for 2 seconds.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

52%

Win rate in recent matches

Performance

79%

KDA ratio (kills + assists / deaths)

Laning

22%

Last hits per minute over full game

Farm

50%

Average gold per minute

Fighting

25%

Average kills + assists per match

Experience

66%

Average XP per minute

Strategy

When to Pick Undying?

Strong against strength heroes—and the current meta is absolutely overflowing with them. Wraith King at 54% winrate. Tidehunter in S-tier. Night Stalker carrying games. Sven, Axe, Bristleback, and Centaur Warrunner are all over the offlane. Every single one of these heroes scales off strength—more strength means more HP, more damage, and more survivability. Undying's entire identity as a support is built around taking that strength away from them with Decay and giving it to himself instead, turning their tankiness into his tankiness mid-teamfight. The current meta's dominant strength heroes are not just Undying's targets—they are the specific heroes whose survivability collapses hardest to repeated Decay casts, and the current laning patch that Sportskeeda described as demanding pos 4 lane bullies with lockdown puts Undying in exactly the right spot when paired with the right carry.

Decay steals 4 strength permanently per cast from every enemy hero hit in the AOE, stacking with no cap for its 40-second duration. Against a Wraith King with 250 strength at max items—which translates to over 5000 maximum HP—each Decay cast removes 4 strength and takes 88 HP from him while adding 88 HP to Undying simultaneously. Four Decay casts on a Wraith King remove 16 strength—352 HP off his maximum pool—while giving Undying 352 additional HP. In a sustained teamfight where Undying can spam Decay off its 4-second cooldown at max level, the strength delta between the enemy carry and Undying compounds dramatically throughout the fight duration. Aghanim's Scepter increases the steal to 10 strength per hero per cast—a single Aghanim's Decay on five enemy strength heroes gives Undying 50 temporary strength and takes 50 from each of them simultaneously. The HP difference in the fight after two or three Aghanim's Decays is enormous. Flesh Golem then multiplies Undying's existing strength by 40 to 60 percent—so all those stolen strength stacks are amplified during the ultimate's duration, turning Undying into a genuinely massive HP tank mid-fight that reflects incoming damage through Flesh Golem's damage amplification aura on nearby enemies.

The honest nuance Strafe flagged—"still annoying, just not as strong without a great lane"—is accurate. Undying needs a carry who can follow up on his constant harassment and benefit from the Tombstone's zombie swarm pressure. He is mana hungry, and spamming Decay every four seconds drains resources that need Soul Ring or Arcane Boots to sustain. Tombstone is the ultimate zoning tool in the right position—spawning zombies near every enemy hero in the area—but it dies easily to a single hero who focuses it instead of fighting, and mispositioned tombstones behind your own team rather than in the enemy's path contribute nothing. The innate Ceaseless Dirge gives Undying a free respawn at the fountain once per game, encouraging the kind of early aggressive lane play that his kit is built around—get maximum value from that respawn by being as aggressive as possible in the laning stage, knowing the first death is free. He is disgusting, into strength-heavy lineups where every Decay cast progressively diminishes the enemy's survivability; into physical damage lineups where the Flesh Golem damage amplification aura multiplies your team's right-click output; and into games with extended teamfights where sustained Decay spam over multiple casts creates a massive compounding HP advantage. Avoid him in magic burst lineups that kill Tombstone instantly and kill Undying before he can stack Decay meaningfully, and specifically avoid him in carry heroes who build Eul's Scepter or Heaven's Halberd—cycling Eul's on Undying for six seconds prevents Decay casts during the enemy's most vulnerable kill window.

Tips & common mistakes

  • Decay's strength steal stacks and stays for 40 seconds — most pub Undying players cast Decay once per fight and move on. The correct play is casting Decay every 4 seconds on cooldown throughout the entire fight duration, continuously stacking strength reduction on the enemy carry and compounding Undying's own HP gain. A Wraith King who takes seven consecutive Decays over 28 seconds has lost 28 strength permanently for those 40 seconds—616 HP—while Undying has gained 616 HP simultaneously. The fight becomes progressively more one-sided the longer it goes.
  • Tombstone placement is the most important mechanical skill—most pub Undying players drop the Tombstone directly in front of enemies who immediately attack it down in three hits and walk through. Aggressive Tombstone: placed IN the enemy group so they must fight both it and Undying simultaneously. Tactical Tombstone: placed slightly to the side of the main engagement, where the enemy must choose between attacking it or fighting Undying. The worst tombstone is one placed behind your own team where zombies have to run past Undying to reach enemies—and the best tombstone is one placed directly in the escape path of a fleeing enemy with low HP, where Deathlust zombies suddenly become sprint-speed killing machines as the target drops below the health threshold.
  • Soul Rip's damage and heal scale with the number of nearby units—most pub Undying players use it as an emergency self-heal with few units nearby. Tombstone spawns zombies constantly, and each zombie counts as a nearby unit for Soul Rip. Using Soul Rip in the middle of a large zombie swarm during an active Tombstone turns it into a massive heal or a massive damage burst that most players never achieve because they do not time it around Tombstone spawns.
  • Flesh Golem's damage amplification scales with how close enemies are to Undying — most pub Undying players activate Flesh Golem and stay at the back of the fight to avoid dying, placing enemies at maximum range and receiving minimum damage amplification. The correct use is activating Flesh Golem and walking INTO the enemy group, maximizing the proximity-based damage amplification on every nearby enemy. Your team's physical damage deals 30 to 40% more to enemies who are standing next to Undying — every meter of distance reduces this. Get close. The Flesh Golem's strength bonus makes you much tankier anyway.
  • Aghanim's Scepter increases Decay's strength steal from 4 to 10 per hero — most pub Undying players delay Scepter as a luxury item. The math changes dramatically: Aghanim's Decay on a five-hero grouped enemy at max level gives Undying 50 strength per cast while taking 10 from each. Two Aghanim's Decays on a grouped enemy team give Undying 100 strength—over 2000 additional HP—while taking 20 from each enemy hero simultaneously. Against the current meta's strength-heavy lineups, this item converts fights almost instantly. Buy it as the third item after Arcane Boots and Aether Lens.
  • Ceaseless Dirge — the innate free respawn once per game — should be used offensively, not wasted defensively. Most pub Undying players play cautiously to avoid triggering the respawn on something irrelevant. The correct mindset is playing extremely aggressively in the laning phase, knowing that the first death respawns immediately at the fountain—charge deep into the enemy lane, drop aggressive Tombstones, spam Decay, accept the death, respawn instantly, buy items, and come right back. The free respawn is a resource that rewards aggression, not caution.

Summary

Strong against strength heroes—and the current meta is full of them. Every Decay cast steals HP from the enemy carry and gives it to Undying; every Tombstone fills the fight with zombies that the enemy must deal with; and Flesh Golem with Aghanim's Scepter transforms Undying into a tank with over 3000 HP mid-fight built entirely from stolen enemy strength rather than items.

Strafe is right that he needs a great lane to reach his full potential—the mana costs are real, the Tombstone positioning requires practice, and a misplaced Tombstone in the wrong spot contributes nothing to the fight. Pick him into Wraith King, Tidehunter, Sven, and Bristleback; spam Decay every 4 seconds without stopping; and watch the enemy team's HP bars shrink while Undying's swells. There is no more fitting punishment for a team that drafted five strength heroes.

Starting Items

branchesenchanted_mangotangoblood_grenademagic_stickgauntlets

Early Game

bootschainmailphase_bootssoul_ringarcane_bootsbracer

Core

mekansmguardian_greavesecho_sabrepavisesolar_crestharpoon

Late Game

ultimate_scepterblack_king_barlotus_orbglimmer_capeforce_staffshivas_guard
Essence RingGale GuardSearing SignetMana DraughtPyrrhic CloakTumbler's Toy

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