Abilities



Abilities are unique skills that Heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All Heroes have four or more abilities, three or more basic abilities and an ultimate ability, that they can assign ability points to every time they level up. Every level in an ability makes it more powerful, sometimes increasing its mana cost as well.

Abilities can consume mana, and may also be placed on cooldown when used. Abilities that are on cooldown can not be used until their cooldown timer is up, at which point they can be cast again. Abilities with low cooldowns are sometimes referred to as "spammable" abilities, because they can be used very frequently.

Upgrading abilities
Every time a Hero levels up, they earn an ability point which they can use to upgrade any of their abilities, learn a new ability, or can be used to upgrade their. At the start of the game, Heroes know none of their abilities, but are given a free ability point to learn one. Abilities cannot be used and do not have any effect if they have not been learned. After an ability is learned, it can be upgraded several times. Basic abilities can be upgraded 3 more times, for a total of 4 levels, and a Hero's ultimate ability can be upgraded 2 times, for a total of 3 levels. The exception to this is Invoker, who can upgrade his basic abilities 6 times (total of 7 levels) and his ultiamte 3 times (total of 4 levels), however, unlike other heroes, he cannot spend boints for Attribute Bonuses.

Upgrading abilities will make them more powerful, or capable of doing more powerful things. Sometimes, upgrading abilities will also increase their mana cost. For example, each level in Earthshaker's increases the damage it deals and the duration of its stun, but als increases its mana cost. Besides directly leveling abilities, there are a few other ways to make abilities more powerful. The for example has the ability to enhance the power of many ultimate and some basic abilities, causing them to apply extra effects or simply upgrade their numbers. In some cases, Aghanim's Scepter even grants entire new abilities or enhances the hero in general. Some heroes also have an ability which mainly upgrades their other abilities further. For example, Lone Druid's makes his other 3 abilities more powerful.

Basic abilities
Basic Abilities can be upgraded to a new level once every 2 levels. This means that a level 2 Hero cannot upgrade a learned ability to level 2. The same requirement applies to the. Every 2 levels, a Hero increases his maximum ability level by 1. Ultimate abilities can only be upgraded every 5 levels, starting from level 6. These abilities are usually more powerful than a Hero's basic abilities.

Ultimates
A Hero's last ability, which can usually be trained at level 6, level 11, and level 16, is called an Ultimate. There are 2 exceptions to this level restriction, first being Meepo's, which can be trained at level 3, 10 and 17, and Invoker's , which can be trained 4 times, at level 2, 7, 12 and 17.

Ultimates can be high-impact abilities that define a Hero's strengths and playstyle, they often have a devastating effect and a long cooldown. In some cases however, they are not the main strength, but just synergise very well when combined with the other abilities. Some Ultimates have a lower effect but are spammable due to a relatively short cooldown. Ultimate abilities can also be passive abilities.

Ultimates, unlike normal abilities, are usually able to target a unit under a spell immunity effect, such as Black King Bar. They will rarely damage such a unit, but other effects such as slows or stun will usually apply. This makes ultimates, especially those with stun effects, incredibly powerful, since enemy Heroes cannot block the effects.

Sub-abilities
Many abilities come together with sub-abilities. These extra abilities usually do nothing on their own and mostly are only active after the spell they come with were cast first, or in some cases, they serve as a set-up for other spells. Their tasks range from activating the effects of another abilities on demand, manipulate abilities or even fully cancel them when desired. Usually, these abilities are innate, or are unlocked after learning specific spells. Since these abilities usually have a very low or no cooldown at all, they usually do not trigger abilities which react on ability usage, like Magic Wand's charge gain or the canceling of Curse of the Silent.

Charge based abilities
Some abilities (basic and ultimate abilities) do not use the cooldown system, but instead have a number of charges and no cooldown. Each cast of such spell consumes one of its charges, which then replenishes over time.

Ability types
An ability's type refers to how that ability's effects are applied.

For abilities listed by their ability and targeting type, see here.

Active
Active abilities must be used in order to apply their effects. Active abilities can consume mana, have cooldowns, and usually have some method of targeting related to them. The majority of abilities are active abilities. They can be activated by pressing their associated hotkey. If an ability can target the caster, double tapping the hotkey causes them to activate immediately on the caster.

Active abilities are indicated by a bevel around the icon, which makes them look like a button. When an ability gets used and enters its cast animation, the bevel turns green and the icon shifts, looking like a pressed button. When selecting a targeted ability, the icon and the bevel appear brighter until the ability gets deselected or the cast begins. Active abilities also have a hotkey displayed at the top left corner.


 * Examples of active abilities are Weaver's, Ursa's , and Necrophos's.

Passive
Passive abilities apply their effects either permanently as soon as they are learned, or activate by themselves if the ability is learned and its requirements met. These requirements can range from attacking a unit, casting a spell or even getting attacked. Most passive abilities do not consume mana and usually don't have Cooldowns, exceptions include Wraith King's. Most Heroes have at least one passive ability, though not all do.

Passive abilities do not have a bevel and look like they are pressed into the hud. Since passive abilities cannot be used manually, their appereance never changes. Passive abilities only have an icon displayed upon learning.


 * Examples of passive abilities are Wraith King's, Crystal Maiden's , and Drow Ranger's.

Autocast
Autocast abilities are special active abilities that can be toggled on or off, or manually cast. Most auto-castable spells are active attack modifiers, applying a modification to the user's attacks when activated. When toggled on, the ability will apply when it can. For example, Drow Ranger's will be used whenever she attacks a target. When toggled off, they will not be used and will not consume mana. When an active attack modifier is manually cast, it is partially treated as a spell cast, instead as an attack. This causes nearby enemy creeps to not aggro when using them that way. This is also known as orb walking.

Not all abilities with autocast are attack modifiers. A few of them are regular abilities, which, when toggled on, will automatically cast when their requirements are met. An example of such is Ogre Magi's. When toggled on, Ogre Magi will automatically cast Bloodlust on an attacking allied hero.

Auto-castable abilities have almost the same appereance as regular active abilities. They also have a bevel which turns white when selected and green when casting. However, they do not turn green for attack modifiers. Ontop of that, they have a thicker second bevel behind the first bevel. This one glows orange when the ability gets set on autocast.

These are the only auto-castable active attack modifiers:
 * Clinkz's
 * Drow Ranger's
 * Enchantress's
 * Huskar's
 * Jakiro's
 * Outworld Devourer's
 * Silencer's
 * Tusk's
 * Viper's

And these are the only auto-castable active abilities:
 * Hill Troll Priest's
 * Lich's
 * Ogre Magi's

Targeting Types
Active abilities and autocast abilities are targeted in different ways, depending on the effects of the ability.

No Target
Abilities with the no target requirement are immediately cast as soon as its button is pressed. Many of these abilities do not have a cast time. They cannot directly target a unit or a point. They usually affect the caster, or units around the caster. They can affect an area around the caster, or have a global effect.
 * Examples of instant abilities are Mirana's, Slardar's and Zeus'.

Toggle
Toggle abilities are always non-targetable. These abilities apply a periodic effect and also commonly drain mana as long as they are toggled on. These effects can range from damaging or healing nearby allies, to switch between attack types and to manipulate other abilities of the unit. If the toggle ability drains mana over time, it turns itself off once not having mana to support it anymore. They cannot be forcibly turned off by anyone but the player by pressing their button again, or by dying. Like regular spells, they cannot be used (in this case, turned on or off) while affected disables which prevent ability usage. However, once they are toggled on, they persist through any form of disable, including silence.
 * Examples of toggle abilities are Morphling's, Leshrac's and Io's  and.

Target Point
Point target abilities require the caster to target a point or an area. Upon pressing such spell's button, the cursor turns into a crosshair that determines where the ability will be cast, or in which direction it will be cast. Point targeting abilities can have very varying effects. For some spells, it merely determines the direction to launch an effect, for other spells it determines an exact point where an effect will be applied.


 * Examples of point target abilities are Nature's Prophet's, Spectre's , and Morphling's.

Target Area
Area target abilities work pretty much like point target abilities, with the only difference being that they require the caster to target a whole area, instead of a point. Upon pressing such spell's button, the cursor turns into a targeted area indicator which shows the area the ability will effect. Upon cast, these abilities usually affect the whole targeted area, or all units in the area. Some apply their effects once upon cast, some apply a lasting effect which affects units which enter the area after cast.


 * Example of area target abilities are Crystal Maiden's, Alchemist's and Faceless Void's.

Target Unit
Unit target abilities require the caster to directly target a unit, and cannot be used on the ground. Upon pressing such spell's button, the cursor turns into a crosshair that determines on which unit the ability will be cast. Most unit targeted abilities affect only the target. Some abilities require to target a unit, but affect an area around the unit. Abilities that apply their effect to a single unit are often called "single target spells". When targeting a unit which is out of cast range, the caster will follow the unit, until it gets in cast range or can't be targeted anymore (e.g. the target turns invisible).
 * Examples of unit abilities are Lina's, Sven's , and Omniknight's.

Cast event
A few number of spells react on abilities being cast, means they trigger certain effects when affected units cast abilities. Abilities reacting on spell casts are:


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