Axe in Dota 2: Dominate with the Supreme Initiator
Mogul Khan, called Axe, once served as a simple soldier in the Army of the Red Mist. He rose through the ranks by cutting down friend and foe alike, eventually naming himself Red Mist General after the army lay in ruins. Proud of his brutal efficiency, Axe believes a single warrior can achieve more than any battalion. That belief shapes his playstyle in Dota 2: he jumps into the center of a fight, forces every enemy to swing at him, and turns their aggression into their downfall.
Core Abilities
Berserker’s Call
Berserker’s Call is a no‑target spell that taunts all enemies within a small radius. Once taunted, they must attack Axe for up to three seconds. During that window, Axe gains a hefty armor boost that peaks at twenty‑five bonus armor on the final skill level. With an Aghanim’s Scepter, the spell also applies Battle Hunger to every unit caught and enjoys a shorter cooldown. The spell pierces spell immunity, which means Black King Bar offers no escape. Landing a well‑timed Berserker’s Call on key heroes sets up Counter Helix spins, isolates supports, and opens room for allies to cast area control spells.
Battle Hunger
Battle Hunger places a twelve‑second debuff on a single target from long range. The target suffers damage each second equal to a base amount plus a portion of Axe’s armor. While the debuff remains, the victim moves more slowly if they turn their back on Axe, and Axe himself gains a speed boost. The only way to remove the debuff early is to score a kill on any non‑illusion unit. With Aghanim’s Scepter, Battle Hunger also reduces enemy armor while granting Axe armor for each affected unit. Early in the game the spell chips away at supports and forces them to retreat; later it becomes a chasing tool that lets Axe close gaps or escape.
Counter Helix
Counter Helix is a passive ability that triggers whenever Axe takes a set number of physical hits. When it procs, Axe swings his axe in a full circle, dealing pure damage to every enemy nearby. The internal counter starts at seven attacks at level one and falls to four at level four, so the spin becomes more frequent as the match progresses. An Aghanim’s Shard removes the internal cooldown entirely and applies a stacking debuff that reduces the attack damage of any unit hit, up to ninety percent at six stacks. Counter Helix supplies most of Axe’s farming speed and team‑fight damage, especially when paired with Berserker’s Call, which guarantees rapid incoming hits.
Culling Blade
Culling Blade is Axe’s execution tool. The spell deals a flat amount of physical damage, but if the target’s current health is below that same number, the ability becomes a true execute that ignores defensive buffs and spell immunity. A successful kill resets Culling Blade’s cooldown, grants Axe a permanent armor stack, and gives every nearby ally a burst of movement speed and temporary armor. Because the spell is inexpensive and resets on kills, Axe can chain executes during chaotic fights, snowballing armor for himself and momentum for his team.
Primary Roles
Axe excels as an initiator. A Blink Dagger lets him appear in the middle of a formation and land an immediate Berserker’s Call. His durability makes him a natural tank; Counter Helix supplies damage even while disabled, and his armor gains from Culling Blade allow him to scale into the late game. Though not a hard carry in the traditional sense, he can transition into a semi‑carry because permanent armor and pure damage spins stay relevant against farmed opponents.
Skill Progression
Most players start by learning Berserker’s Call at level one to control the lane. Counter Helix follows at level two for farming and harassment. The usual pattern is to max Berserker’s Call first for the lower cooldown and longer taunt, placing points in Counter Helix whenever possible to shorten the internal hit counter. Battle Hunger often waits until levels ten to fourteen, when a single value point can secure kills on fleeing heroes. Culling Blade should be taken at every opportunity, as the cooldown reset and permanent armor gain are central to Axe’s power curve.
Item Development
Starting
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Tango
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Healing Salve
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Iron Branch ×2
Early
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Ring of Health – sustain into Vanguard.
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Boots of Speed → Phase Boots for armor and chase.
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Magic Wand – burst regen.
Core Mid‑Game
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Blink Dagger – essential jump.
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Vanguard – blocks right‑clicks.
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Blade Mail – punishes high damage dealers.
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Aghanim’s Shard – unlimited Helix spins.
Late
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Black King Bar – survive chain stuns.
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Crimson Guard – team armor.
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Heart of Tarrasque – huge HP pool.
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Shiva’s Guard – armor plus AoE slow.
Situational
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Lotus Orb – reflect single‑target spells.
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Pipe of Insight – block magic burst.
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Assault Cuirass – aura armor for team.
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Heaven’s Halberd – disarm strong carries.
Item priorities change with matchups; keep at least one defensive slot open.
Talent Choices
At level ten, the extra movement speed per active Battle Hunger usually outshines the longer Culling Blade buff because mobility fuels initiation and escape. Level fifteen offers a decision between more Helix damage and a stronger Battle Hunger slow; against illusion line‑ups, the damage talent clears waves faster. Level twenty presents a choice between added Culling Blade damage and additional permanent armor per execute. The armor talent stacks throughout the match and tends to be the safer pick. Finally, level twenty‑five allows either a doubled armor multiplier for Battle Hunger or one hundred extra radius on Berserker’s Call. In most matches, the larger area taunt decides team fights by locking down more heroes.
How to Play Axe
During the laning phase, Axe manipulates creep aggro by issuing attack commands on enemy heroes, drawing creeps toward him and triggering Counter Helix. When the wave pushes under the enemy tower, he can slip behind and cut the next wave, accelerating farm and denying experience. Battle Hunger pressures supports who cannot secure last hits, forcing them to back away or risk steady damage.
Once Blink Dagger is complete, Axe roams with smoke and allies. The ideal initiation sequence is Blink, Berserker’s Call, and Blade Mail. Allies follow with area damage while enemies are locked in place. If a target drops below the Culling Blade threshold, Axe secures the kill, then immediately looks for the next execute while the cooldown is zero.
In late fights, Axe must weave in and out. He blinks, taunts, and spins until Berserker’s Call ends, then either retreats behind allies or waits two seconds for the cooldown to finish. The goal is to repeat this cycle, keeping the enemy team disrupted. Because Culling Blade grants a speed boost on every kill, one execute often leads to a cascade of chases across the map.
Counters and Synergies
Axe pairs well with heroes who clump enemies or deal heavy area damage. A Dark Seer Vacuum, Enigma Black Hole, or Magnus Reverse Polarity funnels opponents into perfect taunt positions. Burst casters like Lina or Skywrath Mage capitalize on the control window to erase high‑value targets.
He struggles against heroes who disable passives, such as Viper or Hoodwink, because Break removes Counter Helix. High‑health supports like Ogre Magi and Undying can absorb spins and survive the taunt. Elusive mid laners that kite with mobility spells, including Windranger or Puck, can avoid Call radius and punish Axe’s cooldown windows.
Recent Patch Adjustments
Patch 7.35 refined Axe’s numbers. His base armor rose by one point, which helps early trades. However, the armor bonus from Berserker’s Call now scales from sixteen to twenty‑five instead of a flat twenty‑five, reducing early survivability. Culling Blade no longer grants attack speed on a kill; instead, it awards temporary armor to all allies, reinforcing his role as a frontline tank rather than a damage booster.
Final Thoughts
Axe thrives on decisive action. With Blink Dagger in hand, he forces the fight to start on his terms. Each successful taunt builds pressure, and every Culling Blade reset turns that pressure into permanent gains. When played with confidence and timely item choices, Axe remains one of the most reliable initiators in Dota 2, capable of shaping the flow of any team fight.
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