I have many friends who play DotA, HoN and LoL, which is why I can make no sense of the various champions, heroes and whatever else. There's just too many of these damned things, all with their own suite of special abilities and powers. It's basically like some kind of nutso game of Chess, which requires you to understand the relationship between every possible piece (over 100!) unless you want to get your ass handed to you by some plasma spider special.
Anyhow, check out Riftwalker in action. If you have any idea what's going on, feel free to tell me.
Game info: Heroes of Newerth puts two teams of players against each other: the Legion and the Hellbourne. Both teams are based at opposite sides of a map. The standard map is split into three continuous 'lanes' (Two in one of the lesser-played maps), running from one base to the other. Defensive towers are positioned evenly through each lane, until the lanes terminate at a team's base. Bases are strongly defended with extra defensive towers, and buildings from which units spawn. These units, termed 'creeps' are spawned every thirty seconds, and run along their lane until they meet opposition – which they then attack. Victory is achieved when one of the teams manages to push into the base of the opposing team, and destroys their primary structure. One team can choose to concede after certain time periods.
Players on each team choose one of 103 heroes, featuring a variety of abilities and advantages to compensate for any shortcomings. Players control a single hero from a top-down perspective, while common features of real time strategy games such as base management and resource collection are removed.Every hero has four abilities that may be acquired and upgraded as the hero gains experience and levels up. Experience is gained for being within the range of enemy units when they are killed. The maximum level a hero may achieve is 25 and the experience required per level gain increases with each new level. The player obtains gold though periodic income and combat experience, which is used for buying items from an extensive list of over 140+ items that increase the power of his or her player.All heroes involved in the death of an enemy hero are rewarded experience and gold, while the hero that has dealt the killing blow receives the greatest portion of gold. Players may terminate their allied creeps and structures when they are almost dead to prevent the enemy from placing the killing blow and gaining additional gold and experience. This technique is referred to as "denying". When a hero dies, he loses a part of his gold and after a certain amount of time, based on their level and number of deaths, respawn at the well located in their team's respective base.