Magic Stick

The Magic Stick is an item purchasable at the Main Shop, under Miscellaneous.

Ability
{{Ability
 * name = Energy Charge
 * sound = Magic Stick Energy Charge
 * type = item
 * description = Instantly restores {{#var:Energy Charge value4}} health and mana per charge stored. Max {{#var:Energy Charge value3}} charges. Gains a charge whenever a visible enemy within {{#var:Energy Charge value1}} range uses an ability.
 * target = No Target
 * affects = Self


 * bkbblock = No


 * trait1 = Radius
 * value1 = 1200
 * trait2 = Charges per Cast Spell
 * value2 = 1
 * trait3 = Max Charges
 * value3 = 10
 * trait4 = Health and Mana Restored per Charge
 * value4 = 15


 * cooldown = 13


 * notes = * Interrupts the user's channeling spells upon cast.


 * Gains {{#var:Energy Charge value2}} charge whenever a visible enemy unit, including neutral creeps, uses an ability within the radius.


 * Does not gain charges from toggle abilities, active attack modifiers and the abilities listed here.


 * Clones, illusions and creep-heroes cannot gain charges.


 * Passively triggered spells (e.g. {{A|Quill Spray|Bristleback}}, {{A|Borrowed Time|Abaddon}}, {{A|Multicast|Ogre Magi}}, {{A|Reincarnation|Wraith King}}) do not add charges.


 * When an enemy casts a spell out of the invisibility from the {{Rune|Invisibility}}, {{A|Shadow Walk|Bounty Hunter}}, {{A|Sand Storm|Sand King}}, or {{A|Moonlight Shadow|Mirana}}, it does not give a charge.


 * Can restore up to {{#expr:{{#var:Energy Charge value3}}*{{#var:Energy Charge value4}}}} health and mana when having the maximum amount of charges.


 * Shares cooldown with {{I|Magic Wand}} and {{I|Holy Locket}}.


 * When having multiple {Magic Stick-based items in the inventory, only the oldest one will gain charges from cast abilities. If it is full, the second oldest one starts to gain charges.

}}
 * Upon upgrading a Magic Stick into a Magic Wand, all its current charges are carried over.

Recommended Heroes

 * Fragile support heroes often purchase a Magic Stick in the early game as a means to save themselves during ganks, or gain enough mana to use one last ability.

Tips

 * Magic Sticks allows the user to get a quick burst of healing, or to use one last ability in a fight. Even during the midgame, when the boost is less noticeable, a Magic Stick can still save lives or ensure kills.
 * The Magic Stick makes an excellent item against heroes that spam abilities while in the lane, as the charges can help to mitigate taken damage, or to cast more of own abilities. It is very versatile, and most of the time a good item to have.

Recent Changes
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