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 cannot 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[]
Ability levels for most heroes | ||
---|---|---|
Ability level | Hero level for regular ability |
Hero level for ultimate* |
1 | 1 | 6 |
2 | 3 | 12 |
3 | 5 | 18 |
4 | 7 | - |
5 | 9 | - |
6 | 11 | - |
7 | 13 | - |
Every time a hero levels up, they earn an ability point, until their abilities are fully upgraded. The player can then spend the point to unlock one of the hero's abilities, or to upgrade an already learned ability. At the start of the game, all of a hero's abilities are locked, but they each start with one ability point which can be used at any time. Abilities cannot be used and do not have any effect if they are still locked. After an ability is unlocked, 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 at hero level 6/12/18.
The exceptions to this are:
- Invoker, who can upgrade his basic abilities 6 times (total of 7 levels).
- Meepo, who can upgrade his ultimate abilities on levels 4/11/18.
Upgrading abilities will make them more effective. Depending on the ability, upgrading the ability may increase the amount of damage, increase the duration of an ongoing effect such as a disable, or otherwise improve the ability.
Sometimes, upgrading abilities will also increase or decrease the mana cost. For example, each level in Earthshaker's Fissure increases the damage it deals and the duration of its stun, but also increases its mana cost.
Besides directly leveling abilities, there are a few other ways to make abilities more powerful. Spell Amplification is a mechanic which increases the amount of damage of abilities slightly. Aghanim's Scepter and Aghanim's Shard are special items which can enhance each hero in a unique way. Depending on the hero, it may enhance the power of their ultimate ability, improve one or more basic abilities, or in some cases, Aghanim's Scepter or Aghanim's Shard even grants an entire new ability.
Some heroes also have an ability that improves their other abilities further. For example, Ogre Magi's Multicast 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 basic ability to level 2. Every 2 levels, a hero increases his maximum basic ability level by 1. Ultimate abilities can only be upgraded every 6 levels, starting from level 6. These ultimate 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 12, and level 18, is called an ultimate. There is only one exception to this level restriction: Meepo's Divided We Stand, which can instead be upgraded at levels 4, 11, and 18.
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 synergize 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[]
Some abilities comes together with sub-abilities. These extra abilities usually do nothing on their own and mostly are only active after the ability they come with was cast first, or in some cases, they serve as a set-up for other abilities.
Their tasks range from activating the effects of other abilities on demand, manipulate abilities or even fully cancel them when desired. Usually, these abilities are innate, or are unlocked after learning specific abilities.
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-based items' charge gain or Arcane Curse's per ability cast penalty. Sub-abilities are automatically acquired with Spell Steal or Morph together with the main ability. If the caster does not have the required item (e.g. Aghanim's Scepter or Aghanim's Shard) for unlocking the sub-ability, the sub-ability does nothing.
- Alchemist – Unstable Concoction Throw
- Ancient Apparition – Release
- Lua error: Found no Cargo data for "Bane - Nightmare End".
- Crystal Maiden – Stop Freezing Field
- Dawnbreaker – Converge
- Dawnbreaker – Solar Guardian Land
- Elder Titan – Return Astral Spirit
- Elder Titan – Move Astral Spirit
- Faceless Void – Reverse Time Walk
- Hoodwink – End Sharpshooter
- Io – Spirits In
- Io – Spirits Out
- Keeper of the Light – Release Illuminate
- Keeper of the Light – Release Illuminate (Spirit Form)
- Kunkka – X Marks the Spot1
- Lifestealer – Consume
- Monkey King – Spring Early
- Monkey King – Revert Form
- Morphling – Morph Replicate
- Naga Siren – Song of the Siren End
- Nyx Assassin – Unburrow
- Pangolier – End Roll Up
- Pangolier – Stop Rolling
- Phoenix – Stop Icarus Dive
- Phoenix – Launch Fire Spirit
- Phoenix – Stop Sun Ray
- Primal Beast – Begin Onslaught
- Pudge – Eject
- Rubick – Telekinesis Land
- Rubick – Telekinesis Land (Aghanim's Shard)
- Spectre – Reality
- Tiny – Tree Throw
- Templar Assassin – Trap
- Timbersaw – Return Chakram
- Timbersaw – Return Second Chakram
- Tusk – Launch Snowball
- 1 This sub-ability proc all on-cast effects like a regular ability.
Innate Abilities[]
All heroes have the following innate abilities:
Hero | Ability | Description | |||
---|---|---|---|---|---|
Alchemist | Aghanim's Scepter Synth | Aghanim's Scepter has an active ability for Alchemist, allowing him to cast it on allied heroes. | |||
Bane | Nightmare | Bane and illusions of him can deal attack damage to Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Nightmare". units without waking them up or transferring the Nightmare to them. | |||
Earth Spirit | Stone Remnant | ||||
Faceless Void | Innate to Hero | The bash from Skull Basher and Abyssal Blade is completely disabled for Faceless Void, even if Time Lock is not leveled up. | |||
Faceless Void | Chronosphere | Faceless Void is immune to Chronosphere's disable, regardless of whose Chronosphere it is, and including all illusions based on him regardless of faction. | |||
Invoker | Invoke | The Invoke reagents (Quas / Wex / Exort) are also innate to Invoker. | |||
Monkey King | Mischief | ||||
Pangolier | Innate to Hero | Can perform any and all actions without requiring to be facing toward his targets. | |||
Rubick | Telekinesis | Other Telekinesis sources cannot be manually cast on Rubick. | |||
Slardar | Innate to Hero | The bash from Skull Basher and Abyssal Blade is completely disabled for Slardar, even if Bash of the Deep is not leveled up. | |||
Spirit Breaker | Innate to Hero | The bash from Skull Basher and Abyssal Blade is completely disabled for Spirit Breaker, even if Greater Bash is not leveled up. | |||
Techies | Minefield Sign | Grants invulnerability to Proximity Mines. | |||
Treant Protector | Nature's Guise | Grants tree-walking. |
Linked Abilities[]
Linked abilities are learned automatically when their counterpart ability is learned and vice versa. It usually has its own ability slot and automatically levels up with its counterpart ability. They are different from toggleable abilities with different states (e.g. Berserker's Rage) and sub-abilities.
Charge-based Abilities[]
Some abilities (both basic and ultimates) use an alternative cooldown system based on charges and a replenish time, with each ability cast consuming one of its charges.
- Anti-Mage – Blink Fragment
- Batrider – Flamebreak1
- Bloodseeker – Rupture1
- Bounty Hunter – Shuriken Toss1
- Broodmother – Spin Web
- Broodmother – Spinner's Snare
- Clinkz – Death Pact
- Dark Seer – Ion Shell1
- Death Prophet – Spirit Siphon
- Earth Spirit – Stone Remnant
- Ember Spirit – Fire Remnant
- Ember Spirit – Sleight of Fist1
- Hoodwink – Acorn Shot1
- Hoodwink – Scurry
- Keeper of the Light – Solar Bind1
- Mirana – Leap
- Muerta – Dead Shot1
- Phoenix – Launch Fire Spirit
- Riki – Blink Strike
- Shadow Demon – Demonic Cleanse2a
- Shadow Demon – Demonic Purge2a
- Shadow Demon – Disruption1
- Slark – Pounce2a
- Sniper – Shrapnel
- Techies – Proximity Mines
- Tiny – Toss1
- Treant Protector – Eyes In The Forest
- Void Spirit – Astral Step
- Void Spirit – Resonant Pulse2a
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Transformation Abilities[]
Transformation abilities generally change the hero's form while providing other stat bonuses, created illusions can benefit from the hero's current state with the remaining duration of the transformation buff. These abilities have a transformation time. Certain abilities may modify the hero's attack range ( melee and ranged) properties or other stats.
For Spell Steal and Ability Draft, multiple transformation abilities' bonuses and reductions fully stack with each other:
- All attack damage bonuses.
- All movement speed effects (e.g. Shapeshift haste).
- All attack modifiers.
- All health, mana (and regenerations) altering effects.
- Attack range definitions and notes fully apply.
- Items that use different values for melee and ranged heroes (e.g. Manta Style) to now treat the caster's ranged type based on the ability notes.
Hex sources are generally not considered as transformation abilities as these sources only change the unit's current model.
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
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 Shukuchi, Ursa's Overpower, and Necrophos's Reaper's Scythe.
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 do not have cooldowns, exceptions include Wraith King's Reincarnation. 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 appearance never changes. Passive abilities only have an icon displayed upon learning.
- Examples of passive abilities are Wraith King's Reincarnation, Crystal Maiden's Arcane Aura, and Drow Ranger's Marksmanship.
Autocast[]
Autocast abilities are special active abilities that can be toggled on or off, or manually cast.
- Right Click on ability to toggle autocasting on or off.
- Alt+Hotkey is the default hotkey to toggle autocasting on or off.
Disables such as silences and stuns do not prevent a unit from toggling its autocast abilities on or off. However, autocast abilities cannot be used when silenced as with all other spells. 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 whenever possible. For example, Drow Ranger's Frost Arrows 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 of 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 be cast when their requirements are met. An example of such is Ogre Magi's Bloodlust. When toggled on, Ogre Magi will automatically cast Bloodlust on nearby allied heroes.
Devour is similar, but a special case, as toggling it on does not make Doom autocast Devour. Instead, the toggle state determines whether Doom will copy the target neutral creep's abilities or not. When toggled off, Doom does not acquire new neutral creep spells. When toggled on, he does.
Auto-castable abilities have almost the same appearance 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. On top of that, they have a thicker second bevel behind the first bevel. This one glows orange when the ability gets set to autocast.
These are the only auto-castable active attack modifiers:
- Ancient Apparition – Chilling Touch
- Bounty Hunter – Jinada
- Lua error: Found no Cargo data for "Clinkz - Searing Arrows (Pre 7.32e)".
- Doom – Infernal Blade
- Drow Ranger – Frost Arrows
- Enchantress – Impetus
- Huskar – Burning Spear
- Jakiro – Liquid Fire
- Jakiro – Liquid Frost
- Kunkka – Tidebringer
- Outworld Destroyer – Arcane Orb
- Silencer – Glaives of Wisdom
- Skeleton Archer – Searing Arrows
- Tusk – Walrus PUNCH!
- Viper – Poison Attack
- Weaver – Geminate Attack
These are the only auto-castable active abilities:
Alternative Cast[]
Targeting Types[]
Active abilities and autocast abilities are targeted in different ways, depending on the effects of the ability.
No Target[]
Abilities with no target requirement are immediately cast as soon as its button is pressed. Many of these abilities do not have a cast time. However, they do not have an instant 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 Leap, Slardar's Slithereen Crush, and Zeus' Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Thundergod's Wrath"..
Toggle[]
Toggle abilities are always non-targetable. These abilities apply a periodic effect and often drain mana or health as long as they are toggled on. These effects can range from damaging or healing nearby allies, switching between attack types, and manipulating 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 / Off) while affected by disables which prevent ability usage. However, once they are toggled on, they persist through any form of disabling, including silence.
All toggleable abilities have an instant cast time by default.
- Armlet of Mordiggian – Unholy Strength
- Bloodseeker – Blood Mist
- Courier – Auto Deliver
- Doubloon – Flip
- Harpy Scout – Take Off
- Io – Spirits In
- Io – Spirits Out
- Mars – Bulwark
- Medusa – Split Shot
- Morphling – Attribute Shift (Agility Gain)
- Morphling – Attribute Shift (Strength Gain)
- Muerta – Gunslinger
- Phantom Lancer – Phantom Rush
- Phoenix – Toggle Movement
- Pudge – Rot
- Radiance – Burn
- Revenant's Brooch – Phantom Province
- Ring of Aquila – Aquila Aura
- Troll Warlord – Berserker's Rage
- Winter Wyvern – Arctic Burn
- Witch Doctor – Voodoo Restoration
Target Point[]
Point-target abilities require the caster to target a point or an area. Upon pressing the Hotkey, 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 abilities, it merely determines the direction to launch an effect, for other abilities it determines an exact point where an effect will be applied.
- Examples of point target abilities are Techies' Remote Mines, Spectre's Spectral Dagger, and Morphling's Waveform.
Target Area[]
Area target abilities work 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 a spell's button, the cursor turns into a targeted area indicator which shows the area the ability will affect. Upon cast, these abilities usually affect the whole targeted area, or all units in the area. Some apply their effects once upon cast, and some apply a lasting effect which affects units which enter the area after cast.
- Example of area target abilities are Crystal Maiden's Crystal Nova, Alchemist's Acid Spray and Faceless Void's Chronosphere.
Vector Targeting[]
A vector targeted spell requires two locations to be chosen. The first location determines the starting location of the spell, while the second location determines the direction. There are different ways to select the second location, based on which casting type is used:
- Regular cast: Select the ability with its hotkey. Then move the cursor to the desired start location and hold down the left mouse button. Now move the cursor to aim toward the desired direction. Release the left mouse key to select the direction.
- Quick cast on key up: Move the cursor to the desired start location, then press and hold the ability hotkey to set the start location. Now move the cursor to aim toward the desired direction. Release the ability hotkey to select the direction.
- Quick cast on key down: Move the cursor to the desired start location, then press the ability hotkey to set the start location. Now move the cursor to aim toward the desired direction. Press the left mouse button to select the direction.
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Target Unit[]
Target unit abilities require the caster to directly target a unit, and cannot be used on the ground. Upon pressing an ability's Hotkey, the cursor turns into a crosshair that determines on which unit the ability will be cast on. Most unit targeted abilities affect only the target. Abilities that apply their effect to a single unit are often called "single target abilities". When targeting a unit out of cast range, the caster follows the unit until it gets in cast range or the target cannot be targeted anymore (e.g. the target turns invisible).
- Examples of unit target abilities are Lina's Laguna Blade, Vengeful Spirit's Magic Missile, and Omniknight's Heavenly Grace.
While most target unit abilities require the caster to face to the direction of the target unit, the following abilities do not require facing target. They also have instant cast time.
- Anti-Mage – Counterspell Ally
- Pugna – Decrepify3
- Bounty Hunter – Friendly Shadow
- Lich – Frost Shield2a 4
- Bloodseeker – Bloodrage
- Dark Willow – Bedlam
- Glimmer Cape – Glimmer
- Clarity – Replenish
- Enchanted Mango – Eat Mango
- Bottle – Regenerate
- Shadow Amulet – Fade
- Holy Locket – Energy Charge
- Healing Salve – Salve
- 1 Requires Talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 While channeling any ability/item.
- 4 While channeling Sinister Gaze.
Combinations[]
Some of the targeting types can appear combined.
Target Point or Unit[]
Some point targeted abilities may also be able to directly target a unit. In such cases, the spell is cast towards the targeted unit's current location. If the target unit is out of cast range, the caster follows it until it is within range and casts the spell on the unit's position. Even when the target moves during the cast animation, the spell is still cast on it, or launched towards it if it is a traveling effect. This does not cause the spell's actual effects to home in on the target.
- Examples of point target abilities which can also target units are Sand King's Burrowstrike, Nature's Prophet's Sprout, and Lina's Dragon Slave.
Target Unit with Area Effect[]
- A few single-target abilities have an effect which affects an area around the primary target. Like unit targeted abilities, these must be directly cast on units, and cannot be cast freely on any area. Such abilities have their own targeting cursor, which resembles the targeting cursor of ground targeted area spells. They have the same blue ring like area targeted spells, and have pulsing gapped rings which start at the center and move outwards. At the center, they have a small yellow reticule, indicating that a unit must be targeted.
- Examples of unit target abilities with area effects are Sven's Storm Hammer, Oracle's Fortune's End, and Winter Wyvern's Winter's Curse.
Cast Event[]
A small number of spells react on abilities being cast, meaning they trigger certain effects when affected units cast abilities. Abilities reacting on spell casts are:
- Bristleback – Warpath
- Dazzle – Bad Juju1
- Earthshaker – Aftershock
- Holy Locket – Energy Charge
- Lina – Fiery Soul
- Magic Stick – Energy Charge
- Magic Wand – Energy Charge
- Outworld Destroyer – Essence Flux
- Pugna – Nether Ward
- Silencer – Arcane Curse
- Silencer – Last Word2
- Skywrath Mage – Shield of the Scion3
- Lua error: Found no Cargo data for "Storm Spirit - Overload".
- 1 Does not react on abilities with no cooldown.
- 2 Reacts on Phase Shift, despite it being listed below.
- 3 Requires Aghanim's Shard.
For balance reasons, the following abilities do not trigger any on-cast event:
- Active attack modifiers
- Item abilities
- And the following listed abilities:
- Alchemist – Unstable Concoction Throw
- Ancient Apparition – Release
- Astral Spirit – Return Astral Spirit
- Bloodseeker – Blood Mist
- Brewmaster – Drunken Brawler
- Brewmaster – Primal Split Cancel
- Courier – Auto Deliver
- Crystal Maiden – Stop Freezing Field
- Dawnbreaker – Converge
- Earth – Primal Split Cancel
- Earth Spirit – Stone Remnant
- Elder Titan – Move Astral Spirit
- Elder Titan – Return Astral Spirit
- Ember Spirit – Fire Remnant
- Faceless Void – Reverse Time Walk
- Fire – Primal Split Cancel
- Harpy Scout – Take Off
- Hawk – Dive Bomb
- Hill Troll Priest – Heal
- Hoodwink – End Sharpshooter
- Invoker – Exort
- Invoker – Invoke
- Invoker – Quas
- Invoker – Wex
- Io – Break Tether
- Io – Spirits In
- Io – Spirits Out
- Keeper of the Light – Release Illuminate
- Keeper of the Light – Release Illuminate (Spirit Form)
- Lich – Ice Spire
- Lifestealer – Consume
- Mars – Bulwark
- Medusa – Mana Shield
- Medusa – Split Shot
- Monkey King – Mischief
- Monkey King – Revert Form
- Monkey King – Spring Early
- Monkey King – Tree Dance
- Morphling – Attribute Shift (Agility Gain)
- Morphling – Attribute Shift (Strength Gain)
- Morphling – Morph Replicate
- Naga Siren – Song of the Siren End
- Nyx Assassin – Burrow
- Nyx Assassin – Unburrow
- Pangolier – End Roll Up
- Pangolier – Stop Rolling
- Phoenix – Launch Fire Spirit
- Phoenix – Stop Icarus Dive
- Phoenix – Stop Sun Ray
- Phoenix – Toggle Movement
- Primal Beast – Begin Onslaught
- Psionic Trap – Trap
- Puck – Ethereal Jaunt
- Puck – Phase Shift
- Pudge – Eject
- Pudge – Rot
- Queen of Pain – Shadow Strike
- Razor – Plasma Field
- Rubick – Telekinesis Land
- Rubick – Telekinesis Land (Aghanim's Shard)
- Shadow Demon – Shadow Poison Release
- Spectre – Reality
- Spin Web – Destroy Spin Web
- Sticky Bomb – Pinpoint Detonate
- Storm – Primal Split Cancel
- Techies – Detonate Tazer
- Techies – Minefield Sign
- Templar Assassin – Psionic Projection
- Templar Assassin – Trap
- Timbersaw – Return Chakram
- Timbersaw – Return Second Chakram
- Troll Warlord – Berserker's Rage
- Tusk – Launch Snowball
- Visage – Stone Form
- Void – Primal Split Cancel
- Winter Wyvern – Arctic Burn
- Witch Doctor – Voodoo Restoration
There is one sub-ability and one active attack modifier which do trigger on-cast events. Whether they are intended to do so or not is unknown. This includes the following:
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- ADDEDAttribute Bonus to every hero except Invoker.
- The level-up button is located below the talent tree.
- Permanently grants the hero 2 of / / all attributes when leveled up.
- Can be leveled up a total of 7 times. Has no level requirements, so it can be leveled up at any level.
- If no other abilities or talents can be leveled up upon reaching a new level, Attribute Bonus levels up automatically.
- Increased Divided We Stand level requirement from 3/10/18 to 4/11/18.
- Rescaled ultimate ability level requirements from 6/11/16 to 6/12/18.
- REMOVEDAttribute Bonus from every hero (including Invoker).
- Invoke is no longer an upgradable ability. [?]
- Increased Divided We Stand level requirement from 3/10/17 to 3/10/18.
</div> </div>