Runes

Runes are special items you can obtain that vanish when picked up, and give you a powerful effect for a short time.

Spawning
Runes will spawn at 0:00 and respawn every two minutes at one of two locations on the river, if there isn't a rune already on the map. The last rune must be taken in order for a new one to spawn. Runes will spawn in the river at two locations, either between the top and middle lanes, or between the middle and bottom lanes. The same rune type will not spawn twice in a row.

Bottling Runes
Runes can be picked up and stored in a Bottle. Runes that are stored in bottle will be automatically used after two minutes. A hero that stored a rune can use the stored rune manually by using the bottle. Using a bottled rune will refill the hero's bottle to 3/3 Full. Bottles cannot be dropped or transferred if they have a rune in them.

Rune of Double Damage
When activated, gives the Hero and any controlled illusions within 500 AoE +100% damage for 45 seconds. This only affects attack damage, not spell damage. It also does not take into account pure damage items (such as Divine Rapier), but only your base damage and any attribute increasing effects.



Rune of Haste
When activated, gives the Hero Haste buff (+100% movement speed, immunity to movespeed slow) for 30 seconds. In most cases, this will cause the Hero to move at maximum speed.



Rune of Regeneration
When activated, gives the Hero 100 HP/second regeneration and 67 Mana/second regeneration for 30 seconds. The effect ends if the hero takes damage or if both their health and mana reach their maximum. It is useful to use this regeneration to your advantage with spells in some situations, such as when you're about to use Storm Spirit's Ball Lightning skill or spamming rockets or March of the Machines with Tinker.



Rune of Invisibility
When activated, after a 1 second fade effect, gives the Hero invisibility for 45 seconds. Invisibility is broken if they perform actions such as attacking, using items, or using spells. Heroes can still be spotted by any unit with True Sight, such as towers or Sentry Wards, but will not lose invisibility. Units under the rune will maintain their collision. During the 1 second fade time, it is possible to consume only one charge of the bottle without breaking invisibility.



Rune of Illusion
When activated, creates two illusions of the Hero for 75 seconds. The illusions deal 35% damage and take 300% damage.