HERO / GET TO KNOW THEM

Tidehunter

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

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

What I want to do in the game

I survive the first engagement, buy protection for the team, and keep Ravage as a threat.

Stalking ahead of his team, Tidehunter is always on the lookout for the right time to strike. When the moment comes, he unleashes his massive and devastating ultimate, paving the way for his allies to slay their stunned enemies.

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

I choose this as a durable frontline and a threat of major AoE control. The team must be able to follow up Ravage.

What I watch out for

The enemy can spread out or force the ultimate onto an unimportant target. I also check which effects my protection removes and which remain.

What I do in combat

I show the threat of initiation but do not press Ravage just to register a hit. I wait for a window when the team can turn control into damage or an objective.

What I check first

Ravage is valuable beyond its cast: sometimes the threat alone forces the enemy back.

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 / FoundationBlink Dagger

    Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

  3. 03 / FoundationPipe of Insight

    Provides team protection against substantial magical damage.

  4. 04 / Next choiceShiva's Guard

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

  5. 05 / Next choiceRefresher Orb

    Lets you repeat your main power window. Before buying, I consider whether I will have enough mana for both casts.

What I change for the situation 3 options
Crimson Guard ↗

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

Guardian Greaves ↗

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

Aghanim's Scepter ↗

Unlocks or upgrades Gush. The exact effects are shown below in the abilities section.

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

Gush

Summons a gush of water to damage an enemy unit, reducing their movement speed and armor.

↻ 12 sec.Mana 100
Details and upgrades

Summons a gush of water to damage an enemy unit, reducing their movement speed and armor.

Aghanim’s Scepter

Gush becomes a ground targeted wave ability that affects enemy units in a line. Decreases cooldown.

Ability

Kraken Shell

Thickens the hero’s hide, blocking a portion of incoming physical attack damage. Blocks less damage from creeps. Also removes negative effects from the owner when damage received reaches a threshold.

↻ 30 sec.Mana 45
Details

Thickens the hero’s hide, blocking a portion of incoming physical attack damage. Blocks less damage from creeps. Also removes negative effects from the owner when damage received reaches a threshold. Activating the ability doubles damage blocked but slows the owner’s movement by 40%. Duration: 4 sec. DISPEL TYPE: Strong

Ability

Anchor Smash

Tidehunter swings his mighty anchor to attack and deal bonus damage to nearby enemies and reduce their attack damage. The radius of Anchor Smash is Tidehunter's attack range plus 225 units.

↻ 7 / 6 / 5 / 4 sec.Mana 40 / 45 / 50 / 55
Ability

Ravage

Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.

↻ 150 / 145 / 140 sec.Mana 125 / 225 / 325
Innates, upgrades and other forms2 abilities +

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.

From Aghanim’s Shard

Dead in the Water

The hero shackles a heavy anchor to an enemy hero, leashing it. If the victim tries to move more than 350 away from the anchor, its movement speed falls to 100 and it drags the anchor along.

Full description

Tidehunter attaches a heavy anchor to an enemy hero. The hero is leashed while attached to the anchor. Attempting to move more than 350 units away from the anchor forces the hero to 100 move speed, dragging the anchor behind them. The anchor can be destroyed with 4 hero attacks.

Innate

Leviathan's Catch

Enemy heroes killed by this ability’s owner or who die while affected by his debuffs leave a fish behind.

Full description

Enemy heroes killed by this ability’s owner or who die while affected by his debuffs leave a fish behind. Eating it grants the ability’s owner +3 health, +2 attack range, and +1 bonus damage block. One fish is also consumed at each even-numbered level.

Valve base stats +
Health · base
670
Mana · base
315
Damage · Valve field
50–56
Armour · Valve field
2.5
Movement speed
300
Attack range
150
Strength · base / gain
25 / 3.7
Agility · base / gain
15 / 1.5
Intelligence · base / gain
20 / 1.7

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

KEEP EXPLORING

One hero. Many decisions.

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