Azgalor, the Pit Lord: Skills and Item Build Guide — DotA 1

Azgalor, Pit Lord

Azgalor, the Pit Lord, is a monstrous Strength-based commander in DotA 1, feared for his unparalleled area-denial, massive wave clear, and unmatched global map control. Bolstered by an exceptional base damage pool and an aggressive strength growth factor, Pit Lord dictates the tempo of engagement. He suppresses enemy physical carries through passive attribute corruption, locks down entire teams, and instantly alters the course of the war by teleporting his entire army across the map.


Base Stats & Attributes

Hero Attributes

Attribute Base Value Growth (per level)
Strength 25 +3.0
Agility 12 +1.6
Intelligence 17 +2.3

Statistics & Mechanics

Statistic Value Mechanic Value
Damage 62-68 Base HP Regen 0.25/s
HP 700 HP Regen (Total) +2.75/s
MP 254 MP Regen (Total) +0.86/s
Armor 4.7 Turn Rate 0.4
Move Speed 295 Base Attack Time (BAT) 1.7
Attack Range 200 (melee) Attack Animations 0.45 / 0.7

Hero Skills Breakdown

1. Firestorm

Firestorm

Calls down 6 waves of fire that damage enemy units in an area and continues to burn them for 2 seconds. Burn damage equals to a percentage of enemy's maximum health. Deals magical damage. First wave instance happening immediately upon cast. Burn damage doesn't affect ancients or Roshan.

  • Damage Type: Magical
  • Total Waves: 6 wave instances (first wave hits immediately upon cast)
  • Burn Duration: 2 seconds after being hit
  • Target Restrictions: Burn damage over time does not affect Ancients or Roshan
Skill Level Wave Damage (Magical) Max Health Burn % Cooldown Manacost
Level 1 25 1.0% 12 sec 80
Level 2 40 2.0% 12 sec 95
Level 3 55 3.0% 12 sec 110
Level 4 70 4.0% 12 sec 125

2. Pit of Malice

Pit of Malice

A deadly pit is conjured at target location. Any unit that enters it becomes rooted. Whenever 3.5 seconds has passed since the rooting, the enemy can be rooted again, if he enters the Pit again. Pit lasts for 12 seconds. Multiple instances doesn't stack, a unit can only be affected by one pit at time.

  • Structure Duration: Pit persists for 12 seconds on the battlefield
  • Re-root Interval: Enemies can be re-rooted every 3.5 seconds if they remain within or re-enter the field
  • Stacking Rules: Multiple instances do not stack; a target unit can only be affected by one pit at a time
  • Disable Type: Root status (prevents movement animations)
Skill Level Root Duration Cooldown Manacost
Level 1 1.2 seconds 21 sec 80
Level 2 1.4 seconds 19 sec 100
Level 3 1.6 seconds 17 sec 120
Level 4 1.8 seconds 15 sec 140

3. Atrophy Aura

Atrophy Aura

A 900 range aura that makes the might of an enemy leak out in the presence of Pit Lord. If an enemy unit dies under this aura, you gain temporarily gain 5 bonus damage. Bonus increased if a hero dies while affected. Whenever an enemy hero dies under this aura effect, Pit Lord receives small permanent attack damage bonus.

  • Area of Effect (AoE): 900 range radius
  • Aura Property: Permanent base attack damage reduction for nearby enemies
  • Basic Unit Death Bonus: Gives +5 temporary bonus damage per non-hero unit death
  • Aghanim's Scepter Upgrade: Increases the duration of accumulated temporary bonus damage by an extra 40 seconds and shares 50% of the total accumulated temporary damage with nearby allied heroes.
Skill Level Damage Reduction Temporary Hero Death Bonus Bonus Duration Permanent Damage per Hero Death Cooldown Manacost
Level 1 5% +30 damage 30 seconds 2 Passive 0
Level 2 15% +35 damage 40 seconds 3 Passive 0
Level 3 25% +40 damage 50 seconds 4 Passive 0
Level 4 35% +45 damage 60 seconds 5 Passive 0

4. Dark Rift

Dark Rift

Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes and creep-heroes through the rift.

  • Targeting Element: Can target valid friendly units or structures globally
  • Teleport Scope: Teleports Azgalor, nearby allied heroes, and controlled creep-heroes simultaneously
  • Mechanic Type: Channeling/Casting Delay window
Skill Level Casting Delay Valid Target Types Cooldown Manacost
Level 1 6 seconds Units or Buildings 130 sec 100
Level 2 5 seconds Units or Buildings 115 sec 200
Level 3 4 seconds Units or Buildings 100 sec 300

Item Build Guide

Phase Recommended Items Strategic Purpose
Early Game Soul Ring, Arcane Boots, Magic Wand Resolves early mana strain from spamming Firestorm. Soul Ring trades high base health regeneration for fast spell casting during early lane pressure.
Core Items Crimson Guard, Pipe of Insight, Aghanim's Scepter Makes the hero an unkillable frontline sponge. Stacks armor/magic shields on top of Atrophy Aura's 35% reduction. Aghanim's distributes massive physical attack damage to your team when pushing towers after a teamfight victory.
Late Game Shiva's Guard, Assault Cuirass, Scythe of Vyse Shiva's offers an additional layer of area slow to trap targets inside Firestorm. Assault Cuirass complements his giant high-damage physical attacks, and Scythe of Vyse guarantees a target cannot escape your teleport combos.

Quick Gameplay Tips

  • The Layered Trap Combo: To maximize the percentage-based damage of Firestorm, never cast it arbitrarily. Always deploy Pit of Malice first over your targets. Because the Pit can re-root the same target after 3.5 seconds have elapsed, smart placement allows you to trap enemy heroes inside the burning zone for multiple consecutive wave instances.
  • The Safe Backdoor and Escape Plan: Dark Rift targets friendly units or buildings. In dangerous situations, you can immediately begin casting Dark Rift on a unit back at your own fountain or opposite lane. Since it is a casting delay and not a channeled spell, you can move, cast Pit of Malice to deter pursuers, and attack normally while the timer ticks down to bring your whole squad to safety.