Dota 2/Batrider

Batrider is a ranged intelligence hero who can be played as a ganker, a semi-carry or even an initiator. He is a deadly hero during the early-mid game, where he can harass his opponents, achieve lane dominance and gank with frightening effectiveness. His Sticky Napalm is arguably his most annoying spell. It is very spammable, and its effects do stack, which can bring his targets down to a crawl while he takes away large chunks of health from them. His Flamebreak is a great way to knock back grouped up enemies and messing up enemy positioning. His Firefly gives him great mobility, letting him bypass obstacles like cliffs and trees, as well as giving him an unobstructed birds-eye view of the map. Finally, his Flaming Lasso makes him a deadly assassin, dragging an unlucky hero away from safety. It becomes much more painful if he happens to be dragging them right behind the trail of his Firefly. Batrider is a strong spellcaster, and is certainly a good pick for players with good reflexes and timing.

Sticky Napalm
Sticky Napalm drenches the area with oil, slowing the movement speed and turn rate of all units caught by it as well as increasing their vulnerability to your attacks, including your spells, though not from the Radiance, and Orb of Venom or an Urn of Shadows. The effects can be stacked up to 10 times. This ability is very strong, as repeated stacks can bring your target's move speed down to the minimum speed cap. The damage amplification is very deadly as well, letting you burn away portions of a hero's health with multiple stacks.
 * Ability: Target Point
 * Extra Damage: 10 / 15 / 20 / 25
 * Radius: 375
 * Duration: 8
 * Movement Slow: 3% / 5% / 7% / 9%
 * Turn Rate Slow: 70%
 * Mana Cost: 20
 * Cooldown: 3

Flamebreak
Flamebreak makes you toss a Molotov cocktail at the target area, dealing damage, mini-stunning and knocking back all enemy units in the vicinity. The damage is pretty standard for a damage spell, though the knockback feature of the move is quite useful. You can knock pursuing enemies away with a well positioned Flaamebreak, or seperate a hero from the enemy team with it. You can also use it to mess up the enemy team's positioning, such as if they're grouped up around a tower to defend against a push. Lastly, the mini-stun of the spell can interrupt channeling spells.
 * Ability: Target Point
 * Damage Type: Magical
 * Damage: 75 / 150 / 225 / 300
 * Radius: 375
 * Stun Duration: 0.5
 * Mana Cost: 80 / 100 / 120 / 140
 * Cooldown: 11

Firefly
Firefly gives you the mobility and vision of a flying unit, being able to move over trees and cliffs. You will also leave a flaming trail behind you which will destroy trees and damage enemies. It is quite good for scouting and for making your way over obstacles quickly. The fire trail is also good for counter-pushing or to deter enemies from going in a certain direction. You can also use it as an escape mechanism.
 * Ability: No Target
 * Damage Type: Magical
 * Damage Over Time: 20 / 40 / 60 / 80
 * Radius: 200
 * Duration: 18
 * Mana Cost: 100
 * Cooldown: 40

Flaming Lasso
Flaming Lasso drags an enemy right behind you, though you can't drag them over impassable terrain. The unit is completely disabled. Trying to teleport or blink while dragging a unit will break the lasso. It is similar to Pudge's Meat Hook, in that you can pull an enemy to your position, though it's more useful for group ganks or to initiate than for solo ganking. If you can catch an important hero and drag him right into your teammates, your team can start the fight with a crucial hero advantage.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Duration: 3 / 3.5 / 4
 * Mana Cost: 150
 * Cooldown: 90 / 70 / 50