Skywrath Mage

Dragonus the Skywrath Mage is a ranged Intelligence hero equipped with tremendously powerful nukes, able to enhance magical damage and thus scales well into late game. However, he is a proverbial glass cannon; while he can bring superb amounts of damage, he is dangerously vulnerable and will most likely meet a swift end if the player isn't careful. Arcane Bolt is his main spell; its damage is based on his current Intelligence level. Concussive Shot blasts the nearest enemy hero, along with nearby units around the foe, slowing them down. The Ancient Seal marks the target with magic amplification and silence, leaving the target vulnerable to magic and unable to cast spells. Skywrath Mage's ultimate Mystic Flare is one of the most dangerous nukes in the game. Its power is split equally among enemy heroes within its radius. Enemy heroes caught in this field will suffer damage; if it is used on a single hero, it will deal its full damage potential. His spells are most effective when targeted on a lone hero and thus suffer decreased effectiveness when used on groups.

Tips

 * Skywrath Mage is a very strong nuker whose spells allow him to deal tremendous amounts of magic damage to enemy heroes. However, he is also one of the most frail heroes in the game as well as his extremely low strength and agility gives him very little HP and armor, resulting in severe vulnerability against physical damage. The combination of low HP and high nuke damage also renders him vulnerable to reflected damage, meaning that enemies who buy a can cause him to connive in his own destruction if they have more HP than him.
 * Due to the long cast range on his spells, Skywrath is capable of casting his spells on enemies safely from behind his allies, in order to mitigate his frailty. As such, positioning is very important as inadvertently getting too close to the enemy can result in his demise. His high base movement speed and near-instant cast animations allow him to take advantage of his long range, however his moves must be planned and calculated as his slow turn rate counteracts this.
 * Skywrath Mage has the second-highest intelligence growth in the game, which means that his mana pool is often large enough to accommodate all of his spells. However, beware that this can be turned against you depending on the enemies you are facing, as certain abilities are particularly effective against Skywrath Mage, such as, and . Plan for counters against such situations if needed, and be prepared to purchase items such as  to shield yourself from such abilities.
 * Skywrath Mage's combination of high movement speed and powerful nuking ability make him a strong roamer and ganker once he reaches level 6, as he can kill most enemies in the early game with his spells, especially if combined with a partner with disables. As he requires experience and gold to avoid falling off in the late game, getting early kills can help him to remain a powerful threat throughout a match.
 * is a low-cost spammable targeted nuke that scales with Skywrath Mage's intelligence. It is a very strong harassment spell that also serves as a substitute for physical attacks.
 * In the laning stage, Skywrath Mage can use Arcane Bolt to easily harass his lane opponent out of the lane, as its low mana cost and low cooldown allow him to use it extremely frequently. As well, due to being a spell it does not draw aggro, so it can be cast without fear of inadvertently pushing the lane. However, beware that consistent use of Arcane Bolt will quickly build up charges for enemies' Magic Sticks, so balance your use of the spell accordingly or try to cast it from within the fog of war if possible.
 * The scaling nature of Arcane Bolt makes it a strong magic nuke at all stages of the game, as it is one of very few magic nukes that gains power alongside Skywrath Mage. Building powerful intelligence items boosts Skywrath's base damage, the size of his mana pool, and the amount of damage that Arcane Bolt deals, making him a strong threat the more farm he has. The scaling nature and low cooldown of the spell, 2 seconds at level 4, allows Skywrath Mage to use Arcane Bolt as an augmentation for his right-clicks, nuking down single targets very quickly as long as he has enough mana regen to keep up. This allows Skywrath to push creep waves or farm most neutral camps very quickly, giving him levels and gold.
 * Keep in mind, prolonged use of Arcane Bolt can drain your mana pool alarmingly quickly, even if you have already purchased many intelligence items. Mana regen is a necessity if you want to be able to cast your other spells when they are needed.
 * Unlike most other targeted abilities, Arcane Bolt cannot be disjointed, and will continue to follow its target and eventually damage them even if they blink away or turn invisible. You can use this to hunt down evasive targets, as the projectile provides flying vision as it homes in on its target.
 * is a highly flexible auto-target spell that has multiple uses. While it has a comparatively long cooldown, its slow has great utility.
 * Its long cast range allows Skywrath Mage to use Concussive Shot to slow an enemy from a great distance away. As it also homes in on the closest available target and has an instant cast time, the spell can be used as an initiating spell to slow a target at the start of an engagement, a finisher to catch a fleeing enemy who has escaped beyond the range of your other spells, or as an escape by slowing the closest pursuer without breaking stride.
 * If enemies are clumped up due to being affected by an ally's crowd-control spell (such as, or ), casting Concussive shot into the group can allow you to damage and slow multiple enemy heroes with a single cast.
 * Concussive Shot will not target illusions, making it a powerful hero detection tool. If you are facing an illusion-based hero such as, or , using Concussive Shot will cause it to automatically home in on the real hero, provided that they are the closest target for the spell. If the spell fizzles, then it means that the hero is not present. This can also be used to counter  by pinpointing the real hero among the illusions.
 * is a long-ranged targeted silence ability. Its magic resistance reduction is the second-highest in the game, beat only by Pugna's when cast on an enemy hero, making it an extremely strong way to augment the power of your magic nukes.
 * Ancient Seal is a strong ability for countering enemy mages who rely on casting their spells to be effective in teamfights. Its long cast range allows Skywrath to silence them from relative safety, and increase the damage they take from Skywrath's spells in order to permanently remove them from the field.
 * In the early game, it is recommended to level Ancient Seal once, as a 3-second silence can prevent gank targets from casting their escape spells or counter-disabling, on top of greatly increasing their vulnerability to allies' initiating magic nukes as well as those of Skywrath himself.
 * , Skywrath Mage's ultimate, consumes a significant fraction of his mana pool, but is one of the most devastating magic nukes in the game and has a very short cooldown for the amount of damage it deals. Properly used, it can allow Skywrath to kill almost any hero in the game when combined with his other spells.
 * Mystic Flare's damage is unreliable, as it only deals damage so long as the enemy is within its small radius, which can be escaped as Skywrath does not have any disables that can completely immobilize a target, nor can he build any items that provide one. In general, it is best to set up your ultimate by casting Concussive Shot to slow the target first, and then add another slow or disable if possible to reduce their mobility further. The best course of action is to let a teammate disable the target through a root, taunt or stun, so that they are unable to move at all for the duration of the ultimate.
 * Keep in mind, Ancient Seal not only increases the damage that the target will take, but can prevent them from casting any escape spells that allow them to displace themselves outside of the field. After If a stun is not available, then casting Ancient Seal right in the interval between Concussive Shot and Mystic Flare can help to pin the target down.
 * Remember that Mystic Flare distributes its damage evenly among all heroes in the field, but ignores illusions. As such, it is strong against illusion heroes (on top of Concussive Shot allowing you to reveal the true hero among the illusions), but also allows its damage to be more than halved by another enemy player or two stepping into the field to share the damage. This makes Mystic Flare unusual for an area-of-effect spell as it is strong for killing lone targets but is weak against groups of enemies.


 * In general, Skywrath Mage benefits greatly from building items that grant intelligence, more mana or mana regen. However, there are a few cases where certain items can boost his effectiveness in other ways.
 * are an unorthodox purchase on Skywrath Mage, as he needs mana regen and a bigger mana pool in order to be effective. However, Tranquil Boots can increase his survivability, as the bonus armor can greatly increase his survivability against physical damage since the hero himself will have barely any armor at all. The passive HP regen aids in keeping him in the field as much of his true damage comes from Arcane Bolt rather than his right-clicks, and the increased movement speed boosts his ability to roam and gank.
 * can be a dangerous purchase on Skywrath Mage as it can heavily tax his already-low HP pool, however, it also provides passive HP regen, a small amount of scaling mana regen, and gives him on-demand mana for casting his spells, reducing the strain his spells put on his mana pool. As well, Soul Ring builds into a Bloodstone, which can be a useful item to have on Skywrath.
 * greatly increases Skywrath Mage's ability to position himself for casting his spells, allowing him to extend the range of his already long-reaching spells. It can allow him to get the drop on enemies and nuke them down with very little warning, or escape from pursuing enemies provided that he can activate it before taking player damage.
 * does not synergize well with Skywrath Mage's ability to nuke down his foes, however it does provide spell immunity, allowing him to function in teamfights without worry of being interrupted or disabled. As well, the extra strength gives him some more survivability by giving him more HP.
 * is an expensive investment, but can drastically boost Skywrath Mage's mobility. Having constant access to teleportation allows Skywrath to return to base after depleting his mana pool on ganks, or re-position globally to show up to teamfights or ganks. As well, the increased movement speed allows him to ruthlessly chase down foes and blast them down with his spells.

Trivia

 * In the start of 's lore, the Skywrath are stated as being hateful and vengeful, yet Dragonus carries none of these traits, and is instead mild-mannered and tempered.
 * In DotA, Dragonus's hero model was a Dragonhawk Rider, a unit of the blood elves. Skywrath Mage and Invoker were related due to them both being blood elves. Blood elves are also a playable race in World of Warcraft.
 * A silhouette of what appears to be Skywrath Mage can be seen in 's splash artwork, seemingly still having a beta model/texture.