Comments below the suggestion. This suggestion adds a lot more fun to playing Drow Ranger. Instead of the boring right click hero with two passives, she now has four (yes, FOUR) active abilities, each adding depth to her play style and providing new tactical options for the team. The new abilities also solve her other major problems, which include the weak Trueshot Aura, probably the weakest aura in the game, the Silence spell which does not belong on a carry and is almost identical to Death Prophet's, and the lack of any sort of escape mechanism. It's not as good as a Blink, but it will definitely help her survive. Firstly, she needs more stats. For a hard carry without nukes, stats are of the most importance, and she has a very small stat growth. Drow has been handicapped with her piss-poor 1.9 Agility gain just because of Marksmanship. I think a 2.6 Agility gain is in order (this effectively gives her +0,5 Agility per level, or +12 overall Agility at level 25). I remade the old Frost Arrows (the one that slowed both movement speed and attack rate) by giving it less MS slow but more AS slow. I put the emphasis on the AS slow part because I gave her a movement speed increasing ability and the attack speed slow matters a lot when facing enemy carries and is a necessary buff. Then there was the issue with Silence. It is a very good skill, 6 second AoE silence is absolutely no joke, but this is not a skill a hard carry should have. Every single ability of the other hard carries provide either DPS increase, escape mechanisms, mobility or survival. Silence provides absolutely nothing in that regard. The solution was Weakening Shot, an arrow that silences, so Drow still counters blinkers, casters and invis heroes, and also amplifies the damage, so it basically works like an Orchid, except the amplified damage is dealt instantly, like in the case of Mask of Madness. The skill is not AoE oriented, but instead allows her to make quick work out of individual targets, which is what physical carries usually do. Now, regarding Trueshot Aura, I got creative and thought of something totally unique to the game: controlling Ancient creeps. I know that the reason IceFrog didn't add an ability capable of controlling Ancients is because they, especially the ones with 2000 HP, would be imbalanced to have on a skill that can be maxed at level 7, but I think my solution, Gift of the Drow, can fix this issue. Basically, Traxex keeps her Trueshot Aura, only this time it only affects herself and units she controls. The active part of this skill is that she can persuade a creep without an expiration timer, just like Chen. She can only persuade one creep. That creep initially starts out with a 50% damage amplification, effectively reducing its HP by 50%, so at level 7, when you can control something like a Black Dragon, instead of tanking 2000 HP, it will only tank 1000, less than a 1100 HP regular neutral creep would (but obviously it will dead twice as much damage). In the long run, the ultimate reduces the amplified damage they take, so at level 16 they can tank with their effective 2000 HP. So they start weaker in early game, and gradually get their tankiness back. This skill is also interesting to use, since one could theoretically persuade a Black Dragon and use it as a flying ward or to farm the jungle. Obviously, Drow Ranger becomes a successful jungler and at later levels can push really well and opens up a new way of playing her. Also note that persuaded magic immune creeps lose magic immunity, which means that they can be stunned and eat nukes, but because they are Ancients they cannot be consumed by Devour or Hand of Midas. The persuasion of Ancients is totally doable because all Ancient creeps only have a max level of 6, while Warlock Infernals, Lone Druid's Spirit Bear, Roshan and Super Creeps have level 7 or above. The ultimate, Extreme Conditioning, provides her with an escape mechanism that she desperately needs. She gains 0 collision and 30% MS when activated. She can still be stunned, purged, hexed and killed, but the fact that she can run through trees and over cliffs will undoubtedly save her life from time to time (note that she can still get trapped within trees, so pay attention to the duration). She is still passively provided with bonus Agility, but the number is reduced to compensate for the addition of the active part. Also, like mentioned before, the ultimate will decrease the amplified damage that the persuaded creeps take, eventually nullifying it at level 16. I actually got the idea for this skill after seeing how Drow ran and fought in the Dota 2 trailer. She looked really cool doing it and I came up with this. As a side note, her sight range is reduced to the standard 800 at night, since she can use creeps to scout ahead for enemies. Remember, numbers can be changed. Focus on the concept. Thanks for reading !