Vengeful Spirit

Shendelzare the Vengeful Spirit is a ranged Agility Hero who excels at ganking, disabling and kill hunts. She is one of the most well-rounded supports in the game, possessing a skill set that allows her to set up kills for her team during ganks and teamfights, strengthening her team and weakening the enemy in large-scale engagements, and saving allies from certain death if they are caught by the enemy.

Effective at all stages of the game, Vengeful Spirit is typically seen roaming the battlefield, searching for targets to prey on; she possesses a strong targeted stun in Magic Missile and an armor reduction debuff in Wave of Terror, making her a strong partner in a hunter-killer formation. Motivated by her determined vengeance, Vengeance Aura boosts the attack damage of all nearby allies, making Shendel an strong partner in teams with strong physical damage output, and what makes her a potential semi-carry; as well, her death at the hands of the enemy will inflict them with a debuff that reduces their attack damage for as long as she is dead, ensuring that her presence is felt even after being killed. Her ultimate Nether Swap immediately swaps Vengeful Spirit's position with another hero, ally or enemy, allowing her to disposition a key enemy hero for elimination, or save an ally in distress at the cost of her own life. Vengeful Spirit's skill set and low reliance on farm allows her to be played with great recklessness, as even her death can be integral towards guiding her team to victory. Shendel requires very selfless and skilled play to operate well, and relies on the competence of teammates as much as herself.

Tips

 * Vengeful Spirit is a very strong and well-balanced support who specializes in roaming, ganking and disabling. Unlike most other casting supports, her skill set emphasizes physical damage over magical, allowing her abilities to be useful in the late game.
 * Because of her combination of disables and debuffs, Vengeful Spirit is an excellent roaming partner, as she can reliably stun an enemy and reduce their armor, setting them up for being finished off by teammates. Her lack of meaningful damage output and more than one disable means that she must rely on her teammates to land follow-up stuns and kill the target, however.
 * Vengeful Spirit is a very item-independent hero, and can greatly contribute to fights and ganks even with only a few basic items. Combined with her strong ganking power, she should focus on constantly roaming and engaging the enemy, singling out key targets for elimination to buy time and space for her team.
 * Due to her skill set, Vengeful Spirit benefits from building support utility items that grant her team an advantage in fights. Her ability to displace enemies with Nether Swap means that she benefits greatly from building mobility items that help her initiate, and her low base intelligence ensures that she must purchase mana items to allow her to cast her spells more regularly.
 * is a basic unit-targeted nuke that stuns and deals damage to the target.
 * Because it is Vengeful Spirit's only damage nuke, Magic Missile is a good spell to max out first, as magic damage is more powerful in the early game when heroes have small HP pools.
 * Beware that Magic Missile has a very high mana cost relative to Shendelzare's mana pool, and will deplete more than half of it at level 1. The target for Magic Missile must be chosen with care, as wasting the spell on a failed gank will set her back greatly.
 * Magic Missile is a reliable stun since it will home in on its target, however it also has a very short disable duration that allows its target to act earlier. This makes Magic Missile a strong initiating stun, but also means that it requires follow-up disables from allies in order to ensure a successful kill.
 * is a long-ranged spell that debuffs enemy armor while dealing minor nuke damage.
 * Wave of Terror is a good candidate for maxing out early in a game, since its armor reduction can soften up enemies to weaken them against physical damage. It is a strong spell at all points in the game, since physical damage becomes a stronger factor in teamfights in the late game.
 * Combined with Magic Missile, Wave of Terror is a strong set-up ability that damages and debuffs a gank target after they are stunned. The combination of stun, damage and armor reduction from both abilities will greatly weaken an enemy, making them much easier to kill by Vengeful Spirit's roaming ganking partner(s).
 * Despite its narrow width, Wave of Terror has an extremely long cast range, capable of inflicting its debuff on targets from far away. This allows Vengeful Spirit to get off the debuff very reliably, inflicting multiple enemies with armor reduction before the start of a teamfight.
 * Wave of Terror completely penetrates spell immunity, dealing its Pure damage and armor reduction through BKB and other spell immunity abilities. While the debuff can be purged, casting Wave of Terror on an enemy who is already spell immune will cause them to retain the debuff, increasing their vulnerability even during spell immunity.
 * While it deals a very small amount of damage, Wave of Terror's long cast range allows it to be used to deal player-based damage at long range. This allows the spell to be used to put an enemy Blink Dagger on cooldown, burn their Healing Salve or Clarity, and numerous other effects.
 * Wave of Terror provides vision over its travel path, allowing the spell to be used to scout enemies in the fog of war. Combined with its ability to put Blink Dagger on cooldown, Vengeful Spirit can use it to scout out hidden initiators and foul their attempts to initiate on her team. As well, the vision and damage can be used to reveal enemies inside of treelines, particularly useful for hunting down split-pushers like, and
 * is a strong attack damage aura that boosts all nearby allies' physical damage, and inflicts a negative aura upon enemies when Vengeful Spirit is killed.
 * Because physical damage is very low in the early game, Vengeance Aura is best reserved to max out only once past the laning stage and both Magic Missile and Wave of Terror are maxed out. The ability is not very strong in the early game, and is only truly effective once maxed out and teammates have enough attack speed to make use of the bonus damage.
 * Combined with Wave of Terror, Vengeance Aura can greatly amplify the amount of damage that allies deal with their right-clicks in ganks and teamfights.
 * Remember that when Vengeful Spirit is killed, the negative Vengeance Aura is transferred to the enemy hero who made the kill and centered on them. While it isn't possible to control who kills Vengeful Spirit, placing the debuff on their strongest physical damage carry can severely hinder their entire team.
 * Beware that the negative Vengeance Aura is only transferred upon a hero landing the killing blow. Try to avoid situations where it is possible to be killed by summons, creeps or towers, as that will prevent the aura from transferring.
 * , Vengeful Spirit's signature ability, allows her to immediately re-position herself and a target hero, enemy or ally.
 * Despite its simple mechanic, Nether Swap is an extremely flexible spell, allowing Shendel to use it for a variety of purposes. Good use of Nether Swap requires impeccable positioning on Vengeful Spirit's part, but can make or break crucial teamfights and engagements, and in the right circumstances can outright win a match.
 * The most basic use of Nether Swap is to displace an important enemy hero, immediately placing them in the middle of Vengeful Spirit's allies and effectively securing a guaranteed kill in the right circumstances. Similarly, it can be cast on an ally who has been caught by the enemy team, bringing them to immediate safety at the cost of her own life (albeit also inflicting the enemy with the negative Vengeance Aura).
 * In the early game, try to utilize the environment and architecture to your advantage, when allies alone cannot guarantee a kill. For instance, positioning Vengeful Spirit within attack range of an allied tower before swapping with an enemy will bring them inside of the tower's range, which can be followed up with by Magic Missile to increase the number of tower attacks they are forced to take.
 * Nether Swap pierces spell immunity and interrupts channeling abilities, making it a strong spell even if it is not used to explicitly gank an enemy or save a teammate. For instance, an who is channeling  can be immediately interrupted from a distance even if he has an active BKB. The same applies to, , and so on. Additionally, Nether Swap can be cast to immediately break  if cast from a great enough distance.
 * Beware that while Nether Swap has a very long cast range, it does not deal any damage to enemy targets, which can allow players with a Blink Dagger to simply jump away after the swap. If ganking an enemy with a Blink Dagger, try to disable it with Wave of Terror first, then target them with Magic Missile afterward the swap.
 * Keep in mind that Nether Swap can be combined with other forced movement items and abilities. For instance, Force Staff can be used to push Shendel back to safety after swapping out an enemy, and similar results can be obtained with an allied and.
 * Nether Swap can also make unreliable disables and nukes easier to land by allies, with good communication and timing. For instance, standing on top of a large trap or in the path of an allied  or  can allow allies to instantly secure kills using Nether Swap.
 * Be extremely careful about Vengeful Spirit's positioning prior to casting Nether Swap, and which heroes to cast it on. Placing an enemy initiator or disabler in the middle of Vengeful Spirit's team can allow them to initiate on them with abilities like or . Pick your target with care, and always be sure that Shendel herself is in a position that allies are capable of exploiting prior to swapping an enemy in.
 * If being pursued by multiple heroes, Nether Swap can be used as a juking spell. By targeting it on the furthest enemy hero, Vengeful Spirit can cause the nearest pursuers to overshoot due to a sudden change in direction, giving her extra time to escape in a different direction.
 * Because of her powerful utility and attributes that allow her to be built as a semi-carry, Vengeful Spirit can build numerous different items to suit the situation.
 * is a cheap mana item that improves Vengeful Spirit's ability to roam independently. It gives her HP and mana regen, allowing her to sustain her HP and mana more easily without going back to base. The active allows her to draw on her HP pool for immediate mana, useful for getting the mana she needs to cast Magic Missile and Nether Swap.
 * is a useful roaming item that gives Vengeful Spirit many powerful benefits. The bonus strength and mana regen give her more HP and help to maintain her mana pool. Charges can be easily obtained through successful ganks, and the charges can be used to heal herself or allies, synergizing with Nether Swap in keeping teammates alive, or can be used to add additional Pure damage in a gank, increasing the odds of success.
 * are a powerful alternative option for a roaming Vengeful Spirit. The increased movement speed allows her to roam more effectively, chasing down enemies more quickly to stun them, while the armor helps her to survive more easily after a successful Nether Swap. The passive HP regen can replenish any HP lost during an engagement, allowing Vengeful Spirit to be ready for another gank shortly afterward.
 * is a good support item that helps Vengeful Spirit and any roaming partners to cast their spells. Increasing the size of Shendel's mana pool reduces the strain of casting Magic Missile and Nether Swap, and the active can allow her to replenish her own mana pool and that of teammates, whether they need their spells to function in teamfights or to kill gank targets.
 * is a utility item that increases Vengeful Spirit's teamfight presence. The aura's damage bonus stacks alongside that of Vengeance Aura, further increasing the physical damage output of nearby teammates. It also provides armor to protect Vengeful Spirit and her teammates from physical damage, and HP and mana regen to keep them topped up outside of fights.
 * can be a cheap utility item that serves multiple purposes, both in teamfights and ganks. The intelligence and mana regen bonuses will solve all of Vengeful Spirit's casting problems, and its movement speed boost allows her to position herself for casting spells or chasing down enemies more easily. The active can be used to temporarily disable secondary enemy targets while her team focuses down the primary target, or can be cast on herself to provide temporary invulnerability after a successful Nether Swap while also purging debuffs.
 * is a very strong semi-carry item that drastically boosts Vengeful Spirit's damage output. The increased armor will make her extremely resilient against physical damage, while the attack speed bonus allows her and nearby allies to further capitalize on Vengeance Aura's bonus damage. The enemy armor reduction can further reduce their resistance to physical damage alongside Wave of Terror.
 * is a powerful ganking item that can help to secure guaranteed kills. While expensive, Scythe of Vyse provides an instant hard-disable that can be combined with Magic Missile to pin down gank targets reliably. The increased intelligence and mana regen also solve all of Vengeful Spirit's mana issues.

Trivia

 * Magic Missile is the first offensive spell available for arcane spellcaster classes in the famed RPG series, Dungeons & Dragons.
 * Previous designs of Vengeful Spirit showed her with a mask that looked similar to her Vengeance Aura ability icon.
 * Vengeful Spirit's fun name, "820", is a tribute to former professional DotA player 820.
 * In DotA1, she was the sister of Mortred, the, and her name was Shendelzare Silkwood. In Dota 2, her lore was changed so that she became affiliated with the Skywrath, thus switching her affiliations to Dragonus, the.
 * In transition to Dota2, her Aura's name was changed from Command Aura to Vengeance Aura.