Our own data, from ranked matches above 7500 MMR.

Espinho de Terra
Espinhos rochosos emergem da terra em uma linha reta. Unidades inimigas são lançadas ao ar, sofrendo dano e sendo atordoadas ao atingirem o chão.

Enfeitiçar
Transforma a unidade inimiga alvo em um animal inofensivo, impedindo-a que ataque ou use habilidades.

Drenagem de Mana
CANALIZADA — Canaliza uma energia mágica, sugando o mana e causando retardo a inimigos ao longo do tempo. Caso o inimigo esteja sem mana, o retardo é aumentado em 15%. Pode alvejar aliados para concedê-los mana e velocidade de movimento em uma taxa de 50%.

Fui ao Inferno e Voltei
Após matar ou ajudar a matar um herói, os efeitos negativos de Lion duram 20% a mais enquanto o herói estiver morto. Lion recebe 20% de amplificação arcana por 90s após renascer, ou até matar ou ajudar a matar um herói.

Dedo da Morte
Rasga uma unidade inimiga, tentando virá-la do avesso e causando dano gigantesco. Após usar o Dedo da Morte, a mão de Lion se fortalece, fazendo-o usar ataques corpo a corpo com transposição e 250 unidades de alcance, com velocidade de movimento adicional. O Dedo da Morte ganha dano adicional permanentemente sempre que mata um herói inimigo. Também afeta a mão. O ataque corpo a corpo pode ser desativado ao colocar a habilidade em uso alternativo.
The Lion has the most straightforward kit in Dota: a stun, a hex, a mana drain, and raw damage. There's no hidden mechanic, there's no secret combo. That's why he's the support that appears the most in our student replays and the one that wastes the game the most: when the kit is obvious, the player presses by reflex, and reflex is the worst way to spend control.
Each skill of it answers a different question. If you don't know which question you're answering, you're spending.
| Ability | The question she answers |
|---|---|
| Earth Spike | How do I start this play? |
| Hex | How do I stop the enemy's response? |
| Mana Drain | How do I get the appeal from who was going to answer? |
| Finger of Death | How do I close when no one else can? |
The dominant mistake below Legend is using Earth Spike and Hex together, for the first two seconds, on the same target. It's a long, beautiful chain that spends the entire team's two controllers on one person.
The sequence that works: Spike starts, the team hits, and the Hex leaves the moment the target tries to leave or the moment the enemy initiator appears. Holding hex for three seconds is the hero's hardest ability.
In the laning phase, Lion 's Mana Drain gains lanes against magic supports (Crystal Maiden, Skywrath, Shadow Shaman) without exchanging a slap. It's not punishment: it's saving. Each point of mana drained is an ability the opponent doesn't use and a regeneration you don't need to buy.
After minute 15, he changes roles: he becomes the dismantling of those who depend on mana to exist. A Storm Spirit without mana is a dead hero, and the Lion is his cheapest counter in the entire game.
Finger of Death is not for the enemy carry full of health. It is for:
With Aghanim, the decision is reversed: the Finger becomes an accumulation button, and using it in creep creation and in easy kills builds the damage of the next games of the same game. Then it's worth spending early, and still on a target that dies.
The Lion is a support of presence, not vision. He is not the hero who buys and places all the wards on the team: he is the one who appears where the enemy cannot respond. This means walking with the 3 position and the middle, not behind the carry.
After minute 20, the Lion without Blink Dagger is a mid-range hero with 900 health trying to get to someone. Blink is not a luxury item in it: it is the item that makes the Earth Spike come out of where the enemy does not look.
*Does this stun prevent something that was going to happen?*
If you can't name what it prevents, don't press it. The Lion has exactly two controllers, and the entire team depends on them getting to the second the game opens.
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See plansMost played41 matches, 49% win rate
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17Highest win rate4 matches, 75% win rate
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91%
87%
84%
71%
58%
47%
34%
30%
25%Core, in the order it usually comes out
min 1892%
min 2830%
min 3331%Situational
min 2829%
min 2826%
min 2619%
min 178%
min 3216%
min 498%
min 2812%
min 712%
min 3012%
min 1511%
min 378%The numbers come from the top of the ladder. What they do not say is whether the build holds up in the games played here. Your answer is what adjusts that.
Advantage in points over Lion's usual win rate: negative means trouble. World data comes first (STRATZ and OpenDota); our high-MMR matches take over once the sample is big enough.
OpenDota, public ranked matches from the last 7 days
Win rate
49.1%
991,537 matches
Pick rate
24.4%
of matches include the hero
Pro scene
5 picks and 2 bans
20.0% win rate when picked

