Emphasises rich and engaging hero combat. The game has many unusual skill-shots, and there no stuns or randomness. Combat instead focuses more on displacement and environmental or situational damage.

The jungle is a persistent team objective rather than an economic space for a single hero to occupy, and a variety of different creep camps and reward structures have appeared in the game over the years.

The game had an unusually refined item system, with a fullscreen shop interface, typed shortcuts, recommended items, recipe autocompletion, all items stacking with each-other (at reduced efficiency), and custom item stats like bonus ability radius or duration.

Has multiple bosses, and various combinations of beating them levels up your army. Also the first lane-pushing game to introduce quest items.

A weak computer army plus four human players try to survive against, and eventually defeat a strong computer army within a 2-hour time limit. There are six hero units to choose from, each effective against different enemy unit types and having its own advantages. Players can also recruit and control their own troops to assist in the fight.

The moment where RTS started to blend into lane-pushing games. Players control a hero and an army, but don't have to worry about tech trees or base management.