Alliances

Assassin

  • 3: All Assassins gain a 10% chance to Critical Hit for 300% damage.
  • 6: All Assassins gain a 20% chance to Critical Hit for 400% damage.
  • 9: All Assassins gain a 30% chance to Critical Hit for 500% damage.

Blood Bound

  • 2: When a Blood-Bound unit dies, all other Blood-Bound units deal +100% Attack Damage for the rest of the battle.

Brawny

  • 2: All Brawny units have their maximum HP increased by 200.
  • 4: All Brawny units have their maximum HP increased by 500.

Deadeye

  • 2: All Deadeye units focus their attacks on the lowest-health enemy.

Demon

  • 2: Demon units gain +50% Pure Damage. Active when you have only one type of Demon unit on the board.

Demon Hunter

  • 2: Invalidate your opponent's Demon Alliance bonus.
  • 4: Invalidate your opponent's Demon Alliance bonus. All Demon units gain +50% Pure Damage

Dragon

  • 2: All dragon units unlock an additional draconic ability.

Druid

  • 2: The lowest start ally Druid is upgraded a level.
  • 4: The 2 lowest start ally Druids are upgraded a level each.

Elusive

  • 3: All Elusive units gain +20% Evasion.
  • 6: All Elusive units gain +45% Evasion.
  • 9: All Elusive units gain +75% Evasion.

Heartless

  • 2: All Enemies suffer -5 Armor.
  • 4: All Enemies suffer -10 Armor.
  • 6: All Enemies suffer -20 Armor.

Human

  • 2: All Human units gain a 20% Chance to Silence target for 4 seconds when attacking.
  • 4: All Human units gain a 44% Chance to Silence target for 4 seconds when attacking.
  • 6: All Human units gain a 66% Chance to Silence target for 4 seconds when attacking.

Hunter

  • 3: All Hunters have a 20% chance of quickly performing 2 attacks.
  • 6: All Hunters have a 35% chance of quickly performing 2 attacks.

Inventor

  • 2: All Inventors gain +15 HP Regeneration.
  • 4: All Inventors gain +40 HP Regeneration.

Knight

  • 2: Knight units take 15% less physical and magic damage and an additional 20% when standing 1 cell away from another Knight.
  • 4: Knight units take 25% less physical and magic damage and an additional 25% when standing 1 cell away from another Knight.
  • 6: Knight units take 35% less physical and magic damage and an additional 30% when standing 1 cell away from another Knight.

Mage

  • 3: Enemies suffer -40% Magic Resistance.
  • 6: Enemies suffer -100% Magic Resistance.

Primordial

  • 2: When hit, Primordial units have a 30% chance to disarm melee attackers for 4 seconds.
  • 4: When hit, Allies have a 30% chance to disarm melee attackers for 4 seconds.

Savage

  • 2: Allies gain +10% Attack Damage.
  • 4: Allies gain +25% Attack Damage.
  • 6: Allies gain +45% Attack Damage.

Scaled

  • 2: Allies gain +30% Magic Resistance.
  • 4: Allies gain +50% Magic Resistance.

Scrappy

  • 3: A Random Ally is g
  • 6: Allies gain +9 Armor and +8 HP Regeneration. Armor and HP are doubled if you start the fight with less units than your opponent.

Shaman

  • 3: Enemies affected by Hexes, Silences or Stuns will generate -200% mana when attacked.

Troll

  • 2: All Troll units gain +35 Attack Speed.
  • 4: All Troll units gain +65 Attack Speed and other Allies gain +30 Attack Speed.

Warlocks

  • 2: Whenever a Warlock casts a spell, they form a link with the Ally who has the lowest health for 3 seconds. When either linked hero deals damage, both units are healed 50% of the damage dealt.
  • 4: Whenever a Warlock casts a spell, they form a link with the Ally who has the lowest health for 3 seconds. When either linked hero deals damage, both units are healed 100% of the damage dealt.
  • 6: Whenever a Warlock casts a spell, they form a link with the Ally who has the lowest health for 3 seconds. When either linked hero deals damage, both units are healed 150% of the damage dealt.

Warrior

  • 3: All Warriors gain +10 Armor.
  • 6: All Warriors gain +15 Armor.
  • 9: All Warriors gain +25 Armor.

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