Abyssal Underlord

Underlord

Vrogros, the Abyssal Underlord, commands the infernal legions of the abyssal realm, bringing destruction and chaos wherever his dark presence is felt.

At a Glance

Primary AttributeStrength
Primary RoleInitiator / Disabler / Tank
ComplexityMedium

Core Principles

The abyss offers no mercy, only victory. Master these principles and bend the battlefield to your will.

Control the Space

Pit of Malice + Firestorm creates zones enemies cannot enter. Position yourself to maximize area denial and restrict enemy movement.

Grow Through Battle

Atrophy Aura makes you stronger as the game progresses. Stay near fights, participate in kills, and watch your damage multiply.

Strategic Mobility

Fiend's Gate is not just an escape - it's a strategic weapon for ganks, objective taking, and team repositioning.

Be the Wall

You are the frontline that cannot be bypassed. Absorb damage, zone enemies, and create space for your carries to work.

Economic Warfare

Atrophy Aura doesn't just reduce damage - it cripples enemy economies by making their items less effective. This is your unique contribution to team victory.

The Abyssal Advantage

Every ability serves multiple purposes. Pit is control AND vision, Gate is escape AND initiation, Aura is defense AND offense. Think multi-dimensionally.

Victory through wisdom and strength

Hero Overview

Underlord is a walking fortress who combines persistent area damage, battlefield control, and strategic mobility. His Atrophy Aura progressively weakens enemy carries throughout the game, making him an anti-carry specialist who thrives in prolonged engagements.

Underlord dominates through sustained battlefield presence. Pit of Malice creates zones that enemies must respect, Firestorm provides consistent AoE damage, and Fiend's Gate offers unprecedented strategic mobility for both escape and initiation. His true power emerges in teamfights where he can lock down multiple targets while his aura systematically dismantles the enemy's damage output.

Pros

  • Excellent teamfight initiation and control
  • Atrophy Aura counters physical damage carries
  • Global mobility with Fiend's Gate
  • Firestorm provides sustained AoE damage
  • Tanky with good base stats and armor

Cons

  • Limited burst damage potential
  • Fiend's Gate requires setup time
  • Vulnerable to magic burst damage
  • Requires good positioning for maximum effectiveness
  • Can be kited without proper items

Ability Analysis

Firestorm

Firestorm

Active

Calls down waves of fire that damage and slow enemies in the target area. Each wave deals damage and applies a stacking slow.

Cooldown: 16/15/14/13
Mana Cost: 100/110/120/130

Notes: Cast animation is deceptive - enemies don't see the indicators until after your cast completes. Use this for mindgames. Multiple Firestorms stack damage if timed correctly. Excellent for farming creep waves and pressuring towers.

Pit of Malice

Pit of Malice

Active

Creates a pit of malice that roots and damages enemies who step inside it. Provides true sight on rooted targets.

Cooldown: 24/22/20/18
Mana Cost: 100/110/120/130

Notes: Roots invisible targets and provides true sight when successful. Each unit is independently rooted based on their movement - items that keep enemies in the Pit can re-root them after delays. No vision by itself, but you can see root tendrils when successful.

Atrophy Aura

Atrophy Aura

Passive

Underlord radiates an aura that reduces enemy base attack damage. Gains permanent bonus damage for each enemy hero, creep, or summon that dies nearby.

Damage: 8/16/24/32

Notes: Doesn't gain damage from illusions, ward units, or Undying zombies. Only applies to base attack damage, not raw (+green) damage. Break disables both the damage reduction and damage gain. Enemy illusions carry their own Atrophy Aura.

Fiend's Gate

Fiend's Gate

Active

Underlord and nearby allied heroes are teleported to a target location after a short channel time. Destroys trees around both portal locations.

Cooldown: 130/120/110
Mana Cost: 150

Notes: Enemies see destination on minimap when cast. Enemy heroes can travel through your gate if positioned correctly. Cannot travel while rooted/leashed. Can break allies out of Kinetic Field by making them move slightly during channel. Most summons can pass through except Brewlings and Chen/Enchantress creeps.

Developer's Notes

Developer Insights

Underlord embodies the perfect blend of zone control, team utility, and strategic mobility. His Atrophy Aura makes him a nightmare for physical damage carries, while Pit of Malice provides unparalleled battlefield control.

Key Insights:

  • Pit of Malice reveals invisible targets when rooted
  • Firestorm damage stacks with multiple casts
  • Fiend's Gate offers global strategic presence

Underlord excels at disrupting enemy formations while maintaining map control through his unique combination of defensive and offensive capabilities.

Game Strategy

Early Game

Timeframe: 0-15 minutes Objective: Survive laning phase and build towards core items Key: Use Pit of Malice to secure kills or escape ganks; Farm with Firestorm to accelerate item progression; Position to maximize Atrophy Aura effects; Trade hits knowing you'll gain damage from kills Items: Arcane Boots (Mana sustain); Magic Wand (Survivability); Pipe of Insight components Tips: Firestorm can farm creep waves efficiently; Pit of Malice provides true sight on rooted invis heroes; Atrophy Aura makes you stronger as the game progresses; Stay near enemy deaths to gain bonus damage

Mid Game

Timeframe: 15-30 minutes Objective: Control objectives and provide teamfight presence Key: Use Fiend's Gate for ganks or defensive retreats; Set up Pit of Malice + Firestorm combinations; Zone enemies with your abilities; Protect carries with your tankiness Items: Pipe of Insight (Team magic protection); Blade Mail (Anti-focus item); Blink Dagger (Positioning) Tips: Fiend's Gate can save your entire team from bad fights; Pit + Firestorm creates deadly zones enemies must avoid; Atrophy Aura significantly reduces enemy carry damage; Communicate Gate positioning with your team

Late Game

Timeframe: 30+ minutes Objective: Win teamfights through strategic control and mobility Key: Use Fiend's Gate to split push or join fights; Maximize area denial with Pit + Firestorm; Tank key ultimates and spells; Provide strategic repositioning for team Items: Shiva's Guard (Armor + AoE control); Lotus Orb ( dispel protection); Refresher Orb (Double Gate potential) Tips: Fiend's Gate can win games by avoiding bad engagements; Positioning becomes more important than damage; Use Gate to break high ground or escape bad situations; Atrophy Aura can nullify enemy carries completely

Tips & Strategies

Pit of Malice Mastery

  • Pit roots invisible targets and provides true sight when successful - use it against Riki, Bounty Hunter, or Smoke ganks.
  • Each unit is independently rooted - items that keep enemies in the area can re-root them repeatedly.
  • You can see faint particles when non-hero units get rooted - potentially useful for checking Roshan pit.
  • Pit doesn't provide vision itself, but you can see the visual effects when it successfully roots targets.

Fiend's Gate Strategy

  • Enemies see your destination on minimap when you cast - use this to your advantage with misdirection.
  • Can break allies out of Disruptor's Kinetic Field by making them move slightly during channel.
  • Consider casting Gate near allied structures when defending - it breaks trees around both portals.
  • Most summons can travel through Gate except for Brewlings and converted creeps from Chen/Enchantress.

Atrophy Aura Optimization

  • Only affects base attack damage - raw damage from items/talents isn't reduced.
  • You only gain damage from real heroes, creeps, or summons - not illusions or wards.
  • Break completely disables both the damage reduction and your damage gain.
  • Position yourself in teamfights to affect as many enemy heroes as possible.

Item Guide

Starting Items

Basic stats for early laning durability and mana sustain for ability usage.

Iron Branch
Tangos
Gauntlets of Strength

Gauntlets, Iron Branches, Tangos

Core Items

Pipe for magic protection, Blade Mail to make enemies pay for focusing you, Blink for positioning.

Arcane Boots
Pipe of Insight
Blade Mail

Pipe of Insight, Blade Mail, Blink Dagger

Situational Items

Shiva's for armor and AoE slow, Lotus for dispel protection, Crimson for physical defense boost.

Shiva's Guard
Lotus Orb
Crimson Guard

Shiva's Guard, Lotus Orb, Crimson Guard, Force Staff

Counter Guide

Good With

Underlord pairs exceptionally well with heroes who benefit from grouped enemies or need protection. Enigma and Magnus create devastating combos - Underlord's Pit of Malice keeps enemies perfectly positioned for Black Hole or Reverse Polarity. Crystal Maiden can channel Freezing Field safely while Underlord zones enemies away. Earthshaker and Tiny land perfect disables on rooted enemies. Sniper benefits from stationary targets for headshots, while Medusa can unleash full Stone Gaze on trapped enemies. Heroes who need time to set up or excel against grouped targets thrive with Underlord's battlefield control.

Bad Against

Underlord struggles against heroes who can bypass his zone control or neutralize his key abilities. Viper and Nyx Assassin with break effects completely disable Atrophy Aura, removing his core strength. Anti-Mage and Silencer mana-burn his limited pool, preventing crucial Fiend's Gate escapes. Sniper and Drow Ranger can attack from outside his effective range. Tusk and Void Spirit can escape his Pit with mobility spells. Heroes with strong burst damage like Lina can kill him before he can react. Magic immunity piercers like Beastmaster and Batrider can initiate on him despite his defensive items.

Good Against

Underlord dominates heroes who suffer from zone control or rely on physical damage. Illusion heroes like Phantom Lancer and Naga Suffer from Atrophy Aura reducing their damage while Firestorm clears illusions efficiently. Melee carries like Ursa, Juggernaut, and Terrorblade get repeatedly rooted in Pit of Malice while their damage gets neutered by Atrophy Aura. Mobile heroes who need freedom of movement like Storm Spirit and Queen of Pain get grounded by Pit. Heroes dependent on burst damage find themselves disadvantaged against Underlord's tankiness and team sustain. Any hero who needs to stay mobile or deal sustained physical damage finds Underlord a formidable obstacle.

© 2025 dotaguide.net