Dota 2/Traxex the Drow Ranger

""The mist that chills you keeps me warm.""

Drow Ranger is a ranged agility hero that is played as a hard carry. Like most carries, Drow Ranger relies on building up her high physical attack damage to be a big threat in fights, a feat made easier by her abilities. Drow Ranger has a good Unique Attack Modifier with Frost Arrows, letting her keep her distance against approaching enemies or slow down fleeing targets. Her Silence gives her protection against spellcasters, which is vital as she has no natural escape mechanism. She also has two strong passives that increase her damage. Precision Aura improves the damage of not only herself, but also all allied ranged Heroes on the map. Her Marksmanship is a stronger damage boost, giving her a huge chunk of agility every time she levels it up, but only if she is a certain distance from enemy heroes. Drow Ranger is one of the most straightforward carries in the game, making her a recommended hero for beginners to practise with. However, her lack of an escape mechanism and poor health pool, not to mention the mechanics of Marksmanship, means that positioning is crucial when playing her against more experienced players.

Frost Arrows
Frost Arrows causes your next attack to slow enemy heroes for 1.5 seconds and slow enemy creeps by 7 seconds. It can also be autocast, applying its effects on every attack you do as long as you have the mana. Using Frost Arrows on a single enemy will not cause the slow to stack, but merely resets its duration. It is a Unique Attack Modifier, and thus cannot stack with other Unique Attack Modifiers. An 11% slow at level 1 is already much higher that what the Orb of Venom grants, and at level 4 it becomes a ridiculous 60% slow, making it a very potent spell. During the laning phase, it is excellent for harassment due to a technique called orb-walking. By manually casting Frost Arrows and targeting an enemy hero, you can attack that hero without causing enemy creeps to attack you, which will usually happen when you attack a hero with a normal attack. That means that you can keep attacking heroes using Frost Arrows without worrying about getting damaged too much by creeps, letting you harass your enemies with ease. Outside of harassment, the strong slow can also be utilized to prevent wounded enemies from escaping, as well as slowing the approach of melee heroes that intend to attack you.
 * Ability: Auto-Cast, Target Unit
 * Affects: Enemy Heroes
 * Move Slow: 11% / 24% / 37% / 60%
 * Mana Cost: 12

Silence
Silence simply renders any enemy in the targeted area to lose the ability to cast spells for a certain period. While an ability like this might seem odd for a hard carry, it nullifies the biggest threats against your survival, which are disables and high burst damage. The brief few seconds of silence gives you more time to flee if you're getting ganked, while it can render a spellcaster defenseless if you or your team decide to target them.
 * Ability: Target Point
 * Radius: 300
 * Duration: 3 / 4 / 5 / 6
 * Mana Cost: 90
 * Cooldown: 13

Precision Aura
Precision Aura globally increases the damage of allied ranged heroes, as well as allied ranged non-hero units within a 900 AoE radius around you. It is a percentage-based buff, so it doesn't grant a lot of extra damage early in the game, but gives a more noticeable increase when you're farmed.
 * Ability: No Target, Aura
 * Affects: Allies
 * Ranged Damage Bonus: 16% / 20% / 24% / 28%

Marksmanship
Marksmanship gives you a lot of bonus agility, though the effect is lost when there are enemy heroes in a 375 unit radius. While it doesn't sound very remarkable, when you do the math you will gain about 11.2 armor, 80 IAS and 80 damage by level 3. Your attack range easily outranges the area in which the agility bonus will be removed, though you'll need to be more careful with your positioning to make sure it stays active. With Marksmanship, you can start dealing a lot of damage during teamfights before other hard carries. You can also use it to detect invisible heroes close to you, as the buff will be deactivated if an enemy invisible hero gets within 375 range.
 * Ability: Passive
 * Bonus Agility: 40 / 60 / 80