Below you’ll find a complete list of all Dota Underlords items with information and tips about each one.
Each item tier is ordered separately so that early-game items don’t compete in the list with late-game items (you never get to choose between the two).
Inside the specific tiers, items are ordered in rows. The first row (S) is the most valuable and items in this row are often a higher priority to pick even than the bad items of the next tier.
Inside the row, the 1st items (on the left) are marginally better than the last items (on the right), but that’s highly situational and debatable.
Disclaimer: of course, each choice is highly situational, so saying item A is always better than item B is impossible. Sometimes the lowest-tier item is the perfect one for the situation. Nonetheless, item tiers are still useful to get a general grasp of the consistency and impact of some items and the tips should give a good explanation why and when they are best picked.
Available on loot rounds 1, 2, 3, 10.
The reason Chainmail is S-Tier is that it scales extremely well into the late game, unlike most Tier One items. The armor provides a percentage-based physical damage reduction. Units scale in terms of health with star-levels, but their armor is mostly constant, so a bonus of 10 armor is good even in the very late game. In general, given equal HP, putting Chainmail on the lower-armor heroes will be more efficient (unless you are running a comp with clear "main tanks" and you need to buff their EHP with priority).
Gloves of Haste works the same way as Chainmail but for DPS instead of survivability. On higher star levels heroes receive more damage, but their attack speed stays constant. Because of this, the attack speed increase is extremely valuable in the late game. Moreover, mana gain per hit is capped, so attack speed is in general more efficient at increasing a hero’s mana gain than flat damage (the hero will hit more often, thus gaining mana more often).
The item used to be S-tier when there were global items in the game, but since their removal, the quality of the items you are getting on creep rounds isn’t with such high variance (there are very few game-breaking items and very few useless ones). This means that the value of Embarrassment of Riches is lower on average. It’s still pretty good on the first three rounds, but you’d usually skip it afterward.
Brooch of the Martyr: “+50% Mana gained from receiving damage. +50% debuff resistance.”
A generally underestimated item IMO. It isn’t very impactful in the early-mid game, but in the late game having it on your two-star frontline Tidehunter will let him trigger his ultimate before enemy heroes are able to trigger their CC. This is very valuable and could win fights. The debuff duration is a nice bonus (could help a frontline unit get out of a disable faster to cast its own AoE ult before it dies). The reason it’s not that highly valued is that there are plenty of great late-game items for frontline heroes.
In general, HP regen is more useful on tanky lineups that live for longer so that it has more time to heal and give value. In the late game the HP regen falls off sharply, but the magic resistance starts becoming more valuable. Hood is best used on tanky warriors – they already have high HP and armor, so the magic resistance gives them a significant effective HP boost in the late game. Moreover, they die slowly early on, so they get value from the regen.
Tranquil Boots: “+100% Move Speed. +25 Health Regen.”
Tranquil Boots follow the same health-regen logic as Hood, but they give even more HP regen which makes them more powerful early on (especially on Knights and Warriors). That said, they fall off quicker in the late game because the movement speed is less useful compared to the magic resistance.
Blight Stone: “Attack target loses 3
Like Gloves, Blight Stone scales decently well in the late game. It doesn’t provide a big DPS boost on the unit carrying it, but all ally heroes hitting the target benefit from the armor reduction. This makes it very valuable e.g. on Hunters who tend to focus down single targets and who tend to have other sources of armor reduction (Heartless synergy).
Claymore: “+30 Attack Damage.”
bottom of the Tier 1 list because it’s the opposite of Gloves of Haste – a flat damage increase doesn’t scale in the late game well because heroes tend to get plenty of damage when they get a higher star level. Moreover, mana per hit is capped, so on upgraded units, it doesn’t help with mana gain as well. That said, it’s pretty good in the very early game.
Vitality Booster: “+250
Same logic as for Claymore – it provides a good survivability boost in the early game, but the flat HP increase doesn’t scale well into the late game because heroes receive a lot of HP with upgrades anyway. Like Claymore, it’s pretty decent in the early game.
Available on loot rounds 2, 3, 10, 15, 20.
Summoning Stone: “Allied summoned units have +150 Health and +45 Attack Speed.”
If you are running the stuff which benefits from it (Primordial/Savage, especially Arc Warden), Summoning Stone is pretty much more important and impactful than any item in the game. Getting a second one could result in an easy win. Obviously, it’s entirely useless if you don’t run a summoning strategy.
Fall from Grace: “Human units count as Heartless instead when counting Alliances.”
Allows you to reach the (4) Heartless bonus much more easily without changing a lot in the standard build. Extremely useful on Knights, Hunters, and possibly Warriors. It’s a bait in Mages – you have a lot of Humans so it’s easy to get a high Heartless bonus, but in Mages, the Human bonus is much more useful than the Heartless bonus.
Big-Time Contract: “+250 Health. Equipped unit is Blood-Bound in addition to its other
A very high impact carry item when you put it on your main damage dealer while keeping Warlock(s) and/or Ogre(s) on the frontline. A second such item could easily get you a first place in the lobby. If you get it too late in the game and you don’t already run Ogre/Warlock, it might be better to skip picking it because it’s hard to adjust your lineup to account for the Bloodbound bonus right away, especially if you have a mature lineup short on board space. Picking it too late and waiting for Warlock/Ogre to show up in the shop while having to level-up for the extra slot can force you to hold a zero-impact item for a long time, which is counter-productive.
Target Buddy: “Taunts enemies and
draws fire. Can equip items.”
Not as game-breaking as the items to the left, but much, much more versatile. It’s a free frontline unit with instant crowd control. There are very, very few situations in which Target Buddy isn’t useful. Moreover, its impact skyrockets on lineups that have frontline problems (Hunters, Mages, even Assassins).
Smuggler: “Quality of items from
neutral rounds are offered from 1 wave higher.”
Increasing the item level from creep rounds is great in any lineup, especially now when losing to a creep round is definitely possible (it prevents you from falling behind other players in terms of item value). That said, Smuggler is obviously more valuable the earlier you get it. A round 20 Smuggler is worth it only if you have no other valuable options, especially if you’re not doing great and you need an instant boost in strength to keep yourself alive for longer.
Helm of the Undying: “+5 Armor. Equipped hero survives
for an extra 4.0 seconds after receiving a killing blow.”
The item is absolutely great on two kinds of units:
Aegis of the Immortal: “When
you would otherwise take fatal damage, take no damage and destroy Aegis.”
The drawback is that you don’t get any stronger from the item at all (not even in the long run as with Smuggler). The benefit is that the extra round you survive can help you edge your way into top 4. The item is probably not that valuable on top-level players, but if you are a greedy player and you often find yourself dying with gold in your bank Aegis can improve your average placement tremendously.
Arcane Boots: “When equipped hero
has greater than 50% mana, restore 25 mana to all allies 2 cell away. (once per
Pretty self-explanatory – the helps your units cast their spells faster. It has a pretty decent range, so it’s more valuable on lineups that want to stay together. On the frontline, it will trigger faster and allow your CC units to cast their spells before the enemy CC units. On the backline, it will help slow mana-generating heroes like KotL cast their spells in a more reasonable time, so it’s quite possible to put on the backline as well. Try to put it on a hero with a lower mana pool – putting it on KotL itself means that the Boots won’t trigger for a very long time, while Batrider can activate it very fast even though he’s not on the frontline.
Blink Dagger: “At the start of
battle, teleport behind enemy lines to the enemy farthest away from the
equipped hero and gain 50 mana.”
Situationally very powerful but picking it can also be a mistake simply because often you end up with a lineup that doesn’t have great Dagger carriers. The best example of a unit who can use Dagger well is Techies – he needs the extra mana, and the positioning helps him deal a lot more AoE damage with his bomb because he will place it on top of the enemy team. Other cases are not as clear-cut. In theory, a two-star Tide can benefit a lot from a Dagger because he will cast Ravage on top of the enemy damage-dealing backline. At the same time, this means you are removing Tide (a great tank) from the frontline, decreasing the EHP of your frontline. If your Blink Tide is your last unit alive, this is a very bad sign and you should probably remove Dagger from him – you want him to tank damage before your damage dealers.
Never bad, but never high-impact. Your frontline gains mana mainly through tanking damage, so Brooch doesn’t help a great deal. It’s mainly useful on backline heroes who have a hard time generating mana fast enough (e.g. most Mage heroes).
Blade Mail: “Reflects 30% of
damage taken back to the attacker.”
The benefit is that on a very tanky unit it can deal very good DPS. On a Brawny unit with plenty of HP (ideally Axe who also has a Taunt), it can even kill certain squishy enemy damage-dealers before they kill the Blade Mail carrier. A big drawback is that the return damage gives mana, and if the Blade Mail carrier isn’t tanky enough, it might not be worth it. Another drawback is that it is best used on your main tanks, who are often also heroes with crowd-control, and items like Bracers of Desperation or Refresher are much, much more valuable on them.
Barricade: “Two peaceable
barriers to block enemies and ranged attacks. Immune to spells.”
Could be strong on lineups that like box positioning in the corner and lack enough frontline heroes (Hunters and Mages). It’s mostly useful against Assassins to prevent them from reaching your most-important heroes (Sniper/KotL/etc.). That said, in all other cases it’s very hard to use efficiently and feels pretty underwhelming. Be careful not to block-off your own units outside of their attack range.
Force Staff: “When the equipped
hero takes damage from a melee attack, push the attacker up to 6 cells away.”
Could be situationally useful to counter Assassins (which is very situational) OR to prevent an enemy frontline hero from gaining mana fast enough (with great positioning you can e.g. Force the enemy Tidehunter away from the enemy frontline. That said, the item is extremely unreliable and feels useless very often, making it one of the lowest priority items in the game.
Available on loot rounds 15, 20, 25, 30, 35.
Bracers of Desperation: “Equipped hero resets their cooldown and gets full mana when below 30%
health. Attack target's magic resistance is reduced by 30%.”
One of the best frontline items in the game. It’s a poor man's Refresher, and it can arguably be better than Refresher in some situations (because it instantly gives 100 mana, so the chance that the unit dies before casting is lower). It’s best used on frontline heroes with good crowd control spells – Disruptor, Tide, Kunkka, Sand King or other powerful spells – Lone Druid, Omni Knight. As a second option, it could be good on heroes with good AoE damage – QoP, Razor, Morph. Morph and Sand King deserves a special mention because using their spell again on 30% HP will allow them to reposition and lose the enemy Aggro, essentially surviving for longer and ideally even using their spell one additional time.
Mask of Madness: “Hero is silenced. 20% Lifesteal. +60 Attack Speed.”
The absolute best item on Slark and Phantom Assassin and pretty decent on any damage-dealer that doesn’t have an active ultimate (Luna, Draw Ranger, Troll Warlord). The obvious drawback is the silence – it makes the item sub-optimal on most other heroes because they have valuable active spells. (There are some exceptions where the silence is actually useful because the hero does more DPS with attacks rather than with his ult, most notably two or three star Sniper).
Octarine Essence: “Reduces ability cooldown by 50%.”
Great on heroes who can realistically cast their spells more often with lower CD. For example, Tide is not a great candidate because he will most likely die before he is able to cast another ravage even with half the CD (he sits on the frontline and takes a lot of focus fire, so he doesn’t live for long). On Tide, you need items like Bracers and Refresher. Octarine Essence is great on heroes who survive for longer and have spells which they can cast multiple times in a fight – Necro, Puck, QoP, Lina, Doom.
Maelstrom: “25% chance on attack
to cast chain lightning for 100 damage to 4 targets.”
Great AoE DPS on heroes with good attack speed. The best Maelstrom carriers by far are Hunters because of their double attack and high attack speed in general. Medusa deserves a special mention - her Split Shot pretty much guarantees a lightning proc with every attack.
Skull Basher: “25 Attack Damage.
25% chance to stun targets for 1.5s.”
A bit more valuable than Maelstrom on melee heroes (especially Assassins), because the disable prevents the target from fighting back and the single-target proc is more valuable when you are trying to nuke targets down
Vanguard: “+250 Health. 50%
chance to block 70 damage when attacked.”
Better than Chainmail if the unit is taking hits from multiple enemies. This makes it best on tanks that take a lot of focus fire – e.g. if your frontline consists of just a few units as in a Mages/Hunters/Assassins draft, then Vanguard can provide a lot of value. If your frontline is larger and the damage is spread-out (as in Warriors and Knights), Vanguard is less valuable.
Sacred Relic: “+60 Attack Damage.”
A straightforward damage boost. Good on heroes with fast attack speed for a significant DPS boost OR on Assassins because of the larger crit allowing you to nuke down units. On some heroes, however, Gloves of Haste provide a larger DPS increase, which speaks for itself. Moreover, there are a lot of great DPS items on Tier Four, so Sacred Relic might clash with the other better DPS items later in the game and be forced on a hero that doesn’t benefit as much from it.
Mekansm: “When equipped hero
has less than 50% health, heal allies up to 3 cells away for 250 health. (once
The item is a bit hard to utilize – if you put it on a frontline tank, it will trigger before most of your units are damaged and it will provide very little value. Because of this, Mekansm is best used on a 2nd line unit as a counter to AoE damage, something like a budget version of Pipe. It’s possible to use it on a frontline unit if you have a large frontline that spreads the damage it receives more equally – Warriors and Knights).
Dawning of Ristul: “Healing for both crews is reduced by 50%.”
Pretty straightforward: Warlocks are absolutely great. If you are running Warlocks yourself, the item is obviously counter-productive and you should never pick it. You also shouldn't pick it with Scrappy (because of the high HP regen) and if you have importnat main carries wiht life-steal (Slark with MoM, etc.). If you don’t have the above, but your enemies do, it’s high impact. If neither players do, it’s pretty useless as well, which makes it a situational item to counter Warlocks.
Healing Ward: “Heals friendly units
within 1 cell for 20hp/s.”
Unless your comp takes damage very gradually (Warriors/Knights), it provides very low value. Moreover, the fact that you want to put it in the middle of your formation makes it quite inconvenient for a lot of drafts that either want to spread out or need as tight a formation as possible.
Poaching Knife: “Equipped hero has a
30% chance of producing 1 gold when they kill an enemy. Attacks against units
with less than 20% health crit for 200%.”
The economic benefits are very low unless you get the item early and you put it on a high-DPS carry which is getting a lot of kills anyway. The DPS increase is simply much worse than most other DPS items.
Available on loot rounds 25, 30, 35, 40, 45, 50
Moon Shard: “+80 Attack
The best DPS item in the game for a lot of heroes. It’s the improved version of Gloves of Haste – as we mentioned, heroes get higher damage with higher star upgrades, but they don’t get higher attack speed. This means that on average, bonus attack speed increases a high-star-level hero’s damage a more than bonus damage. Because of this, Moon Shard is one of the best items you can put on carries like Dragon Knight/Terrorblade/Slark/Luna.
Daedalus: “+70 Attack Damage.
30% chance to Critical Hit for 200% damage.”
(Good versus Elusive because crits can’t miss.) A slightly worst DPS increase than Moonshard on average. More efficient on heroes with higher attack speed and lower damage.
Refresher Orb: “After casting an
ability, refresh all cooldowns and restore 50 mana to equipped hero.
Additionally reduce remaining cooldown time by 50% and restore 25 mana to
allies 1 cell away. (once per battle)”
Similarly to Bracers, a great item on frontline crowd-control units like Tide/Kunkka/Disruptor. Refresher also benefits heroes in the proximity of the caster and doesn’t require the caster to fall to low HP, so it’s much better than Bracer on backline units with important spells like Lich/KotL/etc.
Tombstone: “Ally and enemy heroes
spawn zombies when they die within 2 cells of the Tombstone.”
The zombies are pretty powerful, but the very high HP and armor are just as good. An additional tank with more than 2k EHP on the frontline shouldn’t be underestimated.
Friends and Family Discount: “All
units are 1 gold cheaper.”
A very high variance item. If you’re running a three-star upgrade comp and you haven’t started rolling down yet, it’s extremely valuable. If you’re running an lvl10 comp and you haven’t started rolling down, it’s good but not great because you need fewer units and they are more expensive on average (so the gold saved is a lower %). If you’ve already started rolling down and you have little health/gold to work with, it’s an extremely bad choice and pretty much any other item is better.
Pipe of Insight: “+50% Magic Resistance. Once the first enemy has 100% mana, apply a
shield that blocks 400 magic damage to allies up to 1 cell away. (once per
Obviously S-tier against Mage lineups (i.e. S-tier in a Mages meta) and lower-value against lineups that deal less magic damage (e.g. Hunters). That said, in the late game most lineups deal at least some kind of magic AoE damage so it’s never truly useless. One problem it has is that it forces you to bunch-up your heroes to get more value out of the item, which is not great a lot of the time in the super late game when you're trying to avoid powerful AoE effects.
Dagon: “Deal 800 damage to a
random enemy unit that has 50% or less Health. (once per battle)”
The burst damage is great in lineups that want to burst down enemies anyway (Assassins, Mages, even Hunters). It’s not that good in lineups that love prolonged fights like Warriors/Knights/Elusive. There you’re much better off picking a normal DPS item. That said, it’s worth mentioning that Dagon never clashes for item slots with other items because it’s irrelevant on which unit you put it.
Black King Bar: “Equipped hero becomes
Magic Immune for 7s once the first enemy has 100% mana. (once per battle).”
(What the discription means is that the hero doesn't take magic damage, but is also immune to crowd control from magic sources.) BKB is theoretically a very powerful item for carries because in the late game every comp has some kind of control. That said, in Underlords each hero has only one item slot, which means BKB clashes hard for item slots with other great DPS items (Madness/Moonshard/etc.). If you have BKB but you pick another damage item afterward, you can choose to put BKB on one of your important frontline casters to ensure that they don’t get disabled and killed before they cast their ultimate.
Eye of Skadi: “+400 Health. Slow
enemies on attack.”
Neither the HP nor the debuff is amazing, but together they add-up to provide good value. Great on Medusa because she applies the debuff on multiple enemies and can use the extra HP. Otherwise, it’s best used on heroes who could use well some extra survivability (e.g. one-star Ace units, etc.).
Battle Fury: “MELEE ONLY. +70
damage. Melee attacks cleave 35% damage to nearby units.”
Better than it used to be, but still one of the most underwhelming DPS items out of Tier 4 and 5. It’s alright on hard-hitting three-star melee heroes like PA, Slark, Bloodseeker, CK, Doom.
Scythe of Vyse: “When the equipped
hero takes damage, transform the offending unit into a pig for 4s.”
A better version of Force Staff, it’s still very unreliable. It’s best used on the frontline in an attempt to counter the other player’s important control heroes like Disruptor/Tide/etc. It can also be used on the backline to counter Assassins.
Available on loot rounds 40, 45, 50 (has a higher chance with Smuggler even though there aren’t creep rounds beyond 50).
Desperate Measures: “Your units gain +0.2% Attack Damage and +0.2% Mana gain on damage
taken/received for each point of damage your Underlord has taken.”
A DPS and mana gain increase to your whole army shouldn’t be underestimated. The fact that it works based on your missing health isn’t too bad because unless you finish 1st in a game you dominate you will always benefit from near the maximum amount at least for the last round(s), which is when you’ll need it the most. The maximum is 20% bonus damage and mana gained, so usually, you’ll benefit from 15-16% in the last few rounds. It’s better on lineups that deal damage with multiple units compared to lineups that rely on one or two hard carries.
Assault Cuirass: “Equipped hero and adjacent allies gain +15 Attack Speed and +10 Armor.
Adjacent enemies lose 15 Attack Speed and 10 Armor.”
A great item for a frontline tank. Works great on physical damage comps because of the armor reduction and bonus attack speed – i.e. not that valuable in a magic damage comp. Has great synergy with the Heartless armor reduction bonus.
Bloodthorn: “+70 Attack Damage.
When an enemy hero has more than 75% mana, silence them for 5s. Attacks against
the silenced hero can't miss and crit for 140%.”
DPS-wise it’s fine, but the main selling point is the silence. It will usually help you silence and nuke down one of your opponent’s main tanks/crowd control units: besides silencing, the debuff makes it so that every ally hitting the target crits for 140% DMG. The 10 sec CD means that if the item is on a backline damage dealer, it’s very likely that it will activate at least twice in a fight.
Divine Rapier: “+330 Attack Damage.
If Divine Rapier is in combat and you lose the round to another player, they
get the Divine Rapier.”
Arguably the best item in the game if you are one round away from losing. It gives the highest DPS increase out of all DPS items. The risk of giving Rapier to your opponent is meaningless if you are about to lose anyway, but it’s something important to consider in a more highly-contested game. If you’re doing well, you usually want to skip the item.
Heart of Tarrasque: “+1000 Health. Regenerate 2% of Max Health every 1s.”
Pretty much the best tankiness item in the game. Its drawback is that it gives nothing besides tankiness. Because of this, it’s most useful on heroes that are not only frontline tanks but also deal decent DPS like e.g. Doom, CK, possibly Slardar. It's absolutely great on inventors because of the higher explosion damage.
One of the best items in the game versus physical damage comps because of the AoE attack speed slow which effectively reduces enemy physical DPS a great deal for the 4s duration. That said, the damage from the nuke helps enemies charge a bit of mana, so it could be a bit counter-productive against comps that kill you with spells rather than attacks. If you want Shivas to hit the enemy backline instead of frontline, you can put it on an Assassin if you have one in your comp - this is extremely useful versus Hunters. Versus Assassins, you can put it on your backline to make sure it hits the enemy main carries.
Expanded Roster: “+1 Unit
Quite situational – great if you are e.g. lvl8/9 and cannot afford lvl10 but at the same time have a valuable unit to include on the board (because you are rolling down and your bench is full of two-stars). If you don’t have the unit to include on the bench, it’s pretty underwhelming.
Radiance: “Burns enemies up to 2
cells away for 60 damage per second.”
The item was great when it was in a lower tier, but in tier 5 it’s a bit underwhelming. It can still deal considerable damage in lineups that take a long time to die – six Knights or Warriors, or a high-HP Brawny unit. It’s a bad pick outside of these situations.
A Higher Class of Criminal: “Units
in shop offered as if you were 1 level higher.”
Only useful when you are on lvl9/10 and looking for upgrades on your 4 and 5 gold heroes. To make use of it you need time, so you need to be on high-enough HP with decent economy. This situation is very unlikely - being tier 5 means you’ll get it late in the game when you’ve most likely spent most of your gold. In 90% of situations, with your tier 5 item rolls you would want something that makes you stronger instantly because in the super late game every round win/loss can be critical.
If you're interested in rank-specific tips for improving at the game, you can check out our Dota Underlord Ranks guide.
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