HERO / GET TO KNOW THEM

Underlord

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
UnderlordHERO GAME PLAN

What I want to do in the game

I hold an area with Pit of Malice, reduce physical pressure and help my team travel across the map.

Conjure waves of abyssal flame to immolate enemies held paralyzed in your spiteful grip. Feast upon the carnage of battle, gaining strength as foes perish around you, their attacks diminished by your very presence. Tear a rift in reality to teleport yourself and your teammates across the map, delivering bloody retribution to any who would defy the will of Vrogros the Underlord.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

03

Offlane · position 3

Initial recommendation

My resource is the team's space: I hold the lane and build for initiation or team protection.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

This suits team defence, holding a passage and moving together between map areas.

What I watch out for

An unknown portal exit and no allied follow-up can turn movement into a trap. Pit does not disable every enemy response.

What I do in combat

I place the portal for a checked map objective. Firestorm and Pit cover the relevant passage, and I choose auras for the damage the team actually takes.

What I check first

The portal is a route for the whole team: check the exit point, or we will simply walk into a trap together.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Offlane · position 3

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepArcane Boots

    Provide mana for laning and regular ability use.

  2. 02 / FoundationPipe of Insight

    Provides team protection against substantial magical damage.

  3. 03 / FoundationGuardian Greaves

    Combine mana and health sustain for the team; useful in prolonged fights together.

  4. 04 / Next choiceCrimson Guard

    Protects the team against suitable sources of frequent physical damage, especially many small attacks.

  5. 05 / Next choiceShiva's Guard

    Adds armor and pressure in an area, helping limit the enemy’s health restoration.

What I change for the situation 3 options
Lotus Orb ↗

Lets me remove an eligible negative effect and complicates the opponent's targeted focus.

Aghanim's Scepter ↗

Unlocks or upgrades Fiend's Gate. The exact effects are shown below in the abilities section.

Rod of Atos ↗

Roots the target so it cannot move out of the team’s follow-up spells.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Firestorm

Calls down waves of fire that damage enemy units in the target area, burning for additional damage over time.

↻ 16 / 15 / 14 / 13 sec.Mana 110 / 125 / 140 / 155
Details and upgrades

Calls down waves of fire that damage enemy units in the target area, burning for additional damage over time.

Aghanim’s Shard

Firestorm can be allied targeted. When used that way, the Firestorm follows the hero around. The wave count is increased, and tick rate / duration time occur more quickly.

Ability

Pit of Malice

A deadly pit is conjured at the target location; any unit that enters will be damaged and rooted. Each enemy unit within the pit are affected by the root only every 3.6 seconds.

↻ 30 / 25 / 20 / 15 sec.Mana 110 / 120 / 130 / 140
Ability

Atrophy Aura

Nearby enemy units are weakened, losing a portion of their base damage. If an enemy dies while under this effect, Underlord gains temporary bonus damage.

Ability

Fiend's Gate

Opens two portals: one near the caster and another at the chosen location. Heroes can use a portal to travel through it after channeling for 3.5 sec. The portals must be at least 1500 apart.

↻ 110 / 105 / 100 sec.Mana 175
Details and upgrades

Opens two portals: one near the caster and another at the chosen location. Heroes can use a portal to travel through it after channeling for 3.5 sec. The portals must be at least 1500 apart.

Aghanim’s Scepter

Summons a Pit of Malice around each of the portals. Reduces cooldown.

Innates, upgrades and other forms1 ability +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Innate

Invading Force

After teleporting, allied heroes temporarily take less damage and move faster. The effect is 2 times stronger if the hero exits a Fiend's Gate portal.

Full description

After teleporting, allied heroes temporarily take less damage and move faster. The effect is 2 times stronger if the hero exits a Fiend's Gate portal.

Valve base stats +
Health · base
670
Mana · base
291
Damage · Valve field
62–68
Armour · Valve field
5
Movement speed
290
Attack range
200
Strength · base / gain
25 / 3.2
Agility · base / gain
12 / 1.6
Intelligence · base / gain
18 / 2.3

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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