Upheaval channeling.
Channeling causes the caster to stop acting for the duration of the the ability.
Channeled abilities may be ended early when the channeling unit performs another action or is interrupted by another ability or disables. While abilities are being channeled, a time remaining bar will appear on the screen, indicating how much time is left in the channel. Silence stops ability channeling, while Mute stops item channeling.
Interrupting Channeled Abilities[]
Performing the following actions while channeling abilities will interrupt the channel:
- Issuing another command (i.e. to move,
Left Click on ground, stop, attack, A on target). - Casting other abilities or using items (with certain exceptions).
- Any disables that would normally prevent a unit from casting abilities.
If the channel is interrupted before the ability's effects occur, the mana and cooldown will be wasted, and the ability's effect will be cut short, and in some cases will not perform their effects at all. This is in contrast to other, non-channeled abilities with high cast times (e.g. Assassinate and Requiem of Souls) which will not expend mana or go on cooldown until the ability has been completed. Certain channeled abilities (e.g. Illuminate and Powershot) will still perform their effect even if they are canceled, usually at the cost of damage.
Any disable that would normally prevent a unit from casting the spell in question will also interrupt channeling. This includes stuns, cyclones, hexes, sleeps, and getting hidden. Though they do not prevent casting, most root effects will also interrupt channeling. Silence will interrupt channeling from abilities only, while mute will interrupt channeling from items.
Some abilities that applies Forced Movement (e.g. Vacuum or X Marks the Spot) will interrupt channeling as well, even if used on friendly units; however, other abilities like Force Staff and Boulder Smash, will not interrupt channeling, apply forced movement and not causing an interrupt state.
Usable Abilities While Channeling[]
Toggle-able (On / Off) abilities and abilities granting invisibility generally do not interrupt channeling. The following is a list of abilities that are usable while channeling.
Armlet of Mordiggian – Unholy Strength
Astral Spirit – Return Astral Spirit
Bane – Nightmare End
Blade Mail – Damage Return
Bloodseeker – Blood Mist
Boots of Bearing – Endurance
Bounty Hunter – Shadow Walk
Clinkz – Skeleton Walk
Courier – Auto Deliver
Dark Willow – Shadow Realm
Drum of Endurance – Endurance
Elder Titan – Move Astral Spirit
Elder Titan – Return Astral Spirit
Glimmer Cape – Glimmer
Harpy Scout – Take Off
Invoker – Ghost Walk
Io – Spirits In
Io – Spirits Out
Juggernaut – Blade Fury- Lua error: Found no Cargo data for "Leshrac - Pulse Nova".
Mars – Bulwark
Mask of Madness – Berserk3
Medusa – Split Shot
Morphling – Attribute Shift
Nyx Assassin – Vendetta
Phantom Lancer – Phantom Rush
Phase Boots – Phase
Primal Beast – Trample
Primal Beast – Uproar
Pudge – Flesh Heap
Pudge – Rot
Pugna – Decrepify
Radiance – Burn
Ring of Aquila – Aquila Aura
Shadow Amulet – Fade
Shadow Blade – Shadow Walk
Shiva's Guard – Arctic Blast
Silver Edge – Shadow Walk
Slardar – Guardian Sprint
Solar Crest – Shine
Templar Assassin – Trap
Timbersaw – Return Chakram
Timbersaw – Return Second Chakram
Tombstone – Grab Ally
Trickster Cloak – Cloak
Troll Warlord – Berserker's Rage- Lua error: Found no Cargo data for "Undying - Grab Ally".
Visage – Silent as the Grave
Visage – Stone Form
Weaver – Shukuchi
Winter Wyvern – Arctic Burn2a
Witch Doctor – Voodoo Restoration
- 1 Requires
talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Note that even though these items do not interrupt channeling upon cast, their effects after cast (i.e. self-silence) may still interrupt the channeling.
Channeled Abilities[]
Channeled abilities require the caster to stay still while the ability is active.
Some channeling abilities do nothing if the channel is interrupted while consuming mana and the ability goes on cooldown, while other channeling abilities' max power or potency is based on the channeled time.
Astral Spirit – Echo Stomp
Elder Titan – Echo Stomp
Fiend's Gate – Warp
Meteor Hammer – Meteor Hammer
Outpost – Watch Tower
Pirate Hat – Dig
Primal Beast – Onslaught
Spirit Bear – Return
Templar Assassin – Psionic Projection
Tinker – Keen Conveyance
Tinker – Rearm
Town Portal Scroll – Teleport
Trusty Shovel – Dig
Twin Gate – Warp
Watcher – Lantern of Sight
- 1 Requires
talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Bane – Fiend's Grip
Clinkz – Burning Barrage
Crystal Maiden – Freezing Field3
Dawnbreaker – Solar Guardian
Drow Ranger – Multishot
Enigma – Black Hole
Keeper of the Light – Illuminate
Keeper of the Light – Illuminate (Spirit Form)
Lich – Sinister Gaze
Lion – Mana Drain
Monkey King – Primal Spring
Naga Siren – Reel In
Oracle – Fortune's End3
Primal Beast – Pulverize
Puck – Phase Shift
Pudge – Dismember3 4
Pugna – Life Drain
Riki – Tricks of the Trade
Shadow Shaman – Shackles
Tiny – Tree Volley
Warlock – Upheaval
Wildwing – Tornado
Windranger – Powershot
Witch Doctor – Death Ward
- 1 Requires
talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 No longer a channeling ability when
upgraded. - 3 No longer a channeling ability when cast on allies.
Version History[]
- Added a new option to require stop or hold command to interrupt own channeling abilities.
Patch History[]
- Fixed status resistance affecting the duration of the next cast of channeled abilities.
- Fixed a bug where non-stun interrupts did not reliably cancel channeled abilities if cast an instant before the end of the channel.
- E.g. Casting Nether Swap on a target at the last tick of channeling Town Portal Scroll.
- Fixed a case where channeling would not be interrupted correctly with a non-stun interruption on the very last tick of the channeling duration.