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
- 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
- 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.