Batrider stats, abilities and strategy
Can lasso an enemy away from his team
Once he takes to the skies, Batrider can strike from any direction. Snatching a foe with his lasso, he soars above the treetops, pulling his prey through a trail of flame as he drags them before his merciless allies.
Win Rate 45.5%
Pick Rate 0.9%
Attributes

626 +63.8/lvl
339 +34.8/lvl

23 +2.9/lvl

15 +1.8/lvl

22 +2.9/lvl
Stats

Damage:
54 - 58 + 5.3/level (237 - 241 at level 30)

Range:
400

Armor:
4.5 + 0.3/level (15.5 at level 30)

Movement:
330
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Patch 7.38
- Base Damage increased by 16
- Base Strength decreased from 25 to 23
- Damage at level 1 unchanged (39-43)
- Strength gain increased from 2.6 to 2.9
- Agility gain increased from 1.4 to 1.8
- Intelligence gain increased from 2.0 to 2.9
- Damage gain per level decreased from +4.2 to +3.4
- Damage at level 30 decreased by 34 (from 190-194 to 156-160)
Facets

Stoked
Win Rate: 46.0%
Pick Rate: 81.5%
Batrider gains Move Speed and Spell Amplification when displacing enemies.

Arsonist
Win Rate: 43.0%
Pick Rate: 18.5%
Sticky Napalm deals damage to structures.
Patch 7.38
- Sticky Napalm: Building Damage increased from 35% to 45%
Abilities

ABILITY: Passive
PASSIVE: Breakable
Batrider's attacks apply a debuff that deals 20% of the attack damage every %tick_rate%s for %total_ticks%s.



LEVEL 20 TALENT: +4s Smoldering Resin Duration

Sticky Napalm
AFFECTS: Area
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DISPELLABLE: Yes
DEBUFF [E]: Yes
Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies. Additional casts of Sticky Napalm continue to increase damage, up to %max_stacks% stacks. Applies a small amount of damage with each cast.
All damage from Batrider gets amplified, except for Radiance, Orb of Venom, Urn of Shadows, and Spirit Vessel.
Sticky Napalm does not require turning to cast.
Sticky Napalm deals 20% damage to creeps.
DAMAGE PER STACK: 5 / 10 / 15 / 20
RADIUS: 375
DURATION: 6
MOVEMENT SLOW: 1.5% / 3% / 4.5% / 6%
TURN RATE SLOW: 10% / 30% / 50% / 70%
APPLICATION DAMAGE: 5 / 10 / 15 / 20
BUILDING DAMAGE: 0%

3

22

600
FACET: Arsonist

Sticky Napalm deals damage to structures.


Aghanim's Shard
Every other attack applies +%bonus_applications_every_other_attack% additional stack of Sticky Napalm.




LEVEL 25 TALENT: +20 Sticky Napalm Damage
LEVEL 10 TALENT: +50 Sticky Napalm Radius
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.

Flamebreak
AFFECTS: Area
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DISPELLABLE: Yes
DEBUFF [E]: Yes
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back, slowing and dealing damage over time to enemies in the area.
IMPACT DAMAGE: 25 / 50 / 75 / 100
DAMAGE PER SECOND: 25 / 30 / 35 / 40
BURN DURATION: 2 / 3 / 4 / 5
RADIUS: 450
KNOCKBACK DISTANCE: 250
MOVEMENT SLOW: 8% / 16% / 24% / 32%

22 / 19 / 16 / 13

110 / 115 / 120 / 125

1300





LEVEL 25 TALENT: Flamebreak applies 2 Sticky Napalm Stacks
LEVEL 20 TALENT: -6s Flamebreak Cooldown
LEVEL 10 TALENT: +50 Flamebreak Knockback Distance
Patch 7.38
- Movement Slow rescaled from 15/20/25/30% to 8/16/24/32%
A molotov cocktail is the weapon of choice for Batrider.

Firefly
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
Batrider takes to the skies, laying down a trail of flames from the air. The fire damages any enemies it touches, and destroys trees below Batrider.
During this the Batrider can fly above units, trees and impassable terrain.
If duration ends when above impassable terrain, the Batrider can get stuck.
The trail persists through Batrider's death.
DAMAGE PER SECOND: 25 / 50 / 75 / 100
RADIUS: 250
DURATION: 15

45 / 40 / 35 / 30

100
Patch 7.38c
- Radius increased from 200 to 250
When an enemy escapes into the Yama Raskav Jungle, most would cut through the brush to find the fugitive. Batrider just chooses to destroy the jungle along with his foes.

Flaming Lasso
AFFECTS: Unit
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: Yes
PASSIVE: No
DISPELLABLE: Strong Dispels Only
DEBUFF [E]: Yes
Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
Killing the target or the Batrider will break the lasso before its expiration.
If Batrider moves more than 425 units in 0.05 seconds the lasso breaks.
Batrider cannot attack while using Flaming Lasso.
DURATION: 2.25 / 2.75 / 3.25
TOTAL DAMAGE: 200 / 350 / 500

90 / 75 / 60

125 / 150 / 175

200


Aghanim's Scepter
Flaming Lasso grabs both its target, as well as the target's nearest allied hero within %grab_radius_scepter% units. The secondary target is tethered to the first.



LEVEL 15 TALENT: -7s Flaming Lasso Cooldown
Patch 7.38c
- Forced movement applied by Batrider's allies to the lassoed target from certain abilities no longer cancel lasso
- Dark Willow's Terrorize
- Death Prophet's Spirit Siphon (Fear from Aghanim's Shard)
- Keeper of the Light's Will-o-Wisp
- Lich's Sinister Gaze
- Lone Druid's (and Spirit Bear's) Savage Roar
- Muerta's Dead Shot
- Pudge's Dismember
- Ringmaster's Wheel of Wonder
- Shadow Fiend's Requiem of Souls
- Terrorblade's Terror Wave
- Tinker's Defense Matrix (blink with Translocator facet)
- Tinker's Warp Flare (still applies damage, but does not move the target)
- Tusk's Walrus Kick (still applies damage, but does not move the target)
- The following abilities continue to break the lasso: Centaur Warrunner's Hitch a Ride, Chaos Knight's Reality Rift, Disruptor's Glimpse, Kunkka's X Marks the Spot, Magnus' Reverse Polarity, Mars' Arena of Blood (created by an ally) and Vengeful Spirit's Nether Swap
Few dare to ask to ride on the bat, as Batrider gives them free of charge.

APPLICATION DAMAGE:
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DISPELLABLE: Yes
Talents



Flamebreak applies 2 Sticky Napalm Stacks
+ 0.9 %
+20 Sticky Napalm Damage



-6s Flamebreak Cooldown
+4s Smoldering Resin Duration
+ 0.2 %



-7s Flaming Lasso Cooldown
+20 Movement Speed
+ 1.2 %



+50 Flamebreak Knockback Distance
+ 0.1 %
+50 Sticky Napalm Radius
Win Rate
Pick Rate
Patch 7.38c
- Level 20 Talent 2 Flamebreak Charges replaced with -6s Flamebreak Cooldown
- Level 20 Talent Smoldering Resin Duration increased from +2s to +4s
- Level 25 Talent Sticky Napalm Damage increased from +15 to +20
Strategy
Apply Sticky Napalm on opponents but also on the creeps at the same time in order to lasthit. Batrider's base damage is very low.
Use spells to quickly push out the wave abd secure the rune that's about to spawn without missing farm.
When you have 3 Sticky Napalms on an opponent, you can consider going for a kill attempt.
Having Bottle charges, Faerie Fire or Healing Salve can allow you to dive under the tower.
Batrider is good at clearing stacks early on. Encourage your teammates to stack camps for you.
Focus on acquiring Boots of Travel and then start playing more actively.
Pick up Aghanims Shard at the 15 minute mark as you become a potent right clicker being a universal hero.
Spam Sticky Napalm on the enemy mid laner to keep them low and slowed at all times. You need not worry about giving stick charges.
Counter Strategy
Magic Stick and Wand are core lane items against Batrider's Sticky Napalm spam.
If you have 3 or more stacks of Sticky Napalm be careful or back away to allow them to expire.
Lotus Orb and Linken's Sphere are good at countering Batrider's Flaming Lasso.
Lore
There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling.
The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside...