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Dark Seer
Dark Seer icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
20 + 3.1
18 + 1.8
21 + 3.1
Level 0 1 15 25 30
Health 200 600 1460 2320 2660
Health regen 0.25 2.25 6.59 10.89 12.64
Mana 75 327 843 1359 1563
Mana regen 0 1.05 3.22 5.37 6.25
Armor 2 5 9.2 14.2 16.03
Att/sec 0.59 0.69 0.84 1.02 1.08
Damage 33‒39 54‒60 97‒103 140‒146 157‒163
Magic resistance 25%
▶️ Movement speed 295
▶️ Attack speed 100
Turn rate 0.6
Vision range 1800/800
Attack range 150
Projectile speed Instant
Attack animation 0.59+0.58
Base attack time 1.7
Damage block 16
Collision size 24
Legs 2
Gib type Default

Ish'kafel, the Dark Seer, is a melee intelligence hero who relies on his abilities' potent utility and synergy. In lane he is sustained by high armor and enabled by his Ion Shell and Surge. Surge boosts his or an ally's speed, helping them to escape or pursue opponents. Ion Shell wraps a unit in a spiky shield that rapidly damages nearby enemies, enabling Ish'kafel to harass and gain last hits. These abilities also make him an efficient jungler and therefore a natural semi-carry, usually focused on building utility items.

Dark Seer's greatest damage is done during teamfights and comes from the combination of his final two abilities. Vacuum makes for powerful initiations. It sucks in nearby enemies, briefly disabling them and making them susceptible to area of effect spells—such as his Wall of Replica. The wall slows his foes and creates replicas of any enemy heroes that cross it, high-damage illusions that Dark Seer can control. A subtle hero, Ish'kafel's dark energies can be deadly in the right hands.

Bio[]

Dark Seer minimap icon.pngIsh'Kafel, the Dark Seer
▶️ "If your enemy is equal, prepare for him. If greater, elude him. If weaker, crush him."
Fast when he needs to be, and a cunning strategist, Ish'Kafel the Dark Seer requires no edged weapons to vanquish his enemies, relying instead on the strength of his powerful mind. His talent lies in his ability to maneuver the fight to his advantage. Hailing from a place he calls 'The Land behind the wall,' Dark Seer remains an outsider here—a warrior from a realm beyond the veil of this reality.

Once a great general among his people, and a valiant defender of the god-king Damathryx, Dark Seer's army was wiped out by a much larger force in the final days of the Great Boundaries War. Facing certain defeat, he made one last desperate act: he led the enemy forces into the maze between the walls. At the last moment, just before capture, he crossed over—then sealed the walls forever in an explosive release of dark energy. When the dust settled, he saw that he had saved his people but found himself blinking at the sun of a different world, with no way to return. Now he is committed to proving his worth as a military strategist, and vows to show that he's the greatest tactician this strange new world has ever seen.

Abilities[]

Vacuum
Vacuum icon.png
Affects
Enemies
Damage
Magical
Dark Seer creates a vacuum over the target area that sucks in enemy units, disrupting them and dealing damage.
Cast Animation: 0.4+0.4
Cast Range: 450/500/550/600
Effect Radius: 400/450/500/550 (Talent 500/550/600/650)
Damage: 100/150/200/250
Pull Duration: 0.3/0.4/0.5/0.6
Cooldown: 60/50/40/30
Mana: 60/90/120/150
Does not pierce spell immunity. Attempts to deal damage if enemy turns spell immune before the pull ends.
Modifiers
Debuff modifier_dark_seer_vacuum: Dispellable with strong dispels.
Ish'Kafel modifies the center of gravity to a place of his choosing.

Notes:

  • The pull duration always takes 0.3/0.4/0.5/0.6 seconds, no matter how far or close the units are from the center, so the speed varies.
    • Affected units are fully disabled during the pull.
    • Can pull units over impassable terrain.
  • The damage is applied upon losing the debuff, dispelling the debuff causes the damage to happen earlier.
  • Destroys trees within 125 radius at the targeted point upon cast.


Ion Shell
Ion Shell icon.png
Affects
Enemies
(Upgradable by Aghanim's Scepter. Allies)
Damage
Magical
Surrounds the target unit with a bristling shield that damages enemy units in an area around it.
Cast Animation: 0.4+0.7
Cast Range: 600
Damage Radius: 275 (Talent 350)
Damage per Second: 30/50/70/90 (Talent 80/100/120/140)
Duration: 25 (With Aghanim's Scepter 45)
With Aghanim's Scepter Max Health Bonus: 275
With Aghanim's Scepter Number of Charges: 2
With Aghanim's Scepter Charge Replenish Time: 9
Cooldown: 9 (With Aghanim's Scepter 0)
Mana: 110/120/130/140
Aghanim's Scepter upgrade: Causes Ion Shell to have 2 charges, increases duration by 20 and provides +275 Health.
Partially pierces spell immunity. Can be cast on spell immune allies.
Cannot be cast on spell immune enemies. Shell persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Buff or Debuff, based on the target's alliance modifier_dark_seer_ion_shell: Dispellable with any dispel.
The Dark Seer slices holes into the 'Land Behind the Wall,' causing prismatic energy to seep forth.

Notes:

  • Ion Shell can be cast on enemy and allied units, damaging only enemy units. The unit with the shell itself is not damaged.
  • Successive casts on the same unit do not stack, but refresh the duration and update the damage to the current level instead.
    • When two opposing heroes cast it on the same target, the modifier updates and starts damaging the enemies of the latest caster.
    • The modifier status, however, does not update. Whether it is treated as a buff or debuff is determined by the first cast, and not updated on refresh.
  • Deals 4.5/7.5/10.5/13.5 (Talent 12/15/18/21) damage in 0.15-second intervals, starting 0.15 seconds after the cast, resulting in 166.7 (Upgradable by Aghanim's Scepter. 300) damage instances.
  • Can deal up to 750/1250/1750/2250 (Talent 2000/2500/3000/3500) damage to a single unit (before reductions), if the enemy unit stays within range for the full duration.
    • With Aghanim's Scepter icon.png Aghanim's Scepter, it can deal up to 1350/2250/3150/4050 (Talent 3600/4500/5400/6300) damage to a single unit (before reductions), if the enemy unit stays within range for the full duration.
    • The damage upgrading Talent talent immediately upgrades all of Dark Seer's currently active Ion Shell modifiers.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, Ion Shell also increases maximum health of targeted allies by 275, keeping the current health percentage the same.


Surge
Surge icon.png
Affects
Allies
Charges a target friendly unit with power, giving it a brief burst of movement speed and removes unit collisions. Allows the unit to reach maximum movement speed and cannot be slowed.
Cast Animation: 0.4+0.57
Cast Range: 600
Haste Speed: 550
Duration: 3/4/5/6
Talent Radius: 350
Cooldown: 19/16/13/10
Mana: 50
Modifiers
Buff modifier_dark_seer_surge: Dispellable with any dispel.
Ish'Kafel once used his speed of mind to navigate the maze between the walls.

Notes:

  • Applies haste and grants phased movement on the target, meaning it cannot be slowed while affected.
  • With the level 25 Talent talent, Surge turns into an area-targeted ability, so that it cannot directly target units anymore.


Consecutive Normal Punches.
Left: 0-299 distance
Middle: 300-899 distance
Right: 900 distance

Normal Punch illusion as they appear to allies and enemies.

Normal Punch icon.png
Ability
Passive
Damage
Magical
Grants Normal Punch. Passive cooldown attack. Causes Dark Seer's next attack on a hero to have True Strike, knock an illusion out of the victim and stun them for up to 2.25 seconds, 350 distance and 300 magic damage based on how far Dark Seer has moved in the past 3 seconds. Max power is reached after 900 distance moved. Illusions lasts for 8 seconds. Cooldown: 14
Recent Movement Time Window: 3
Distance Required for Max Values: 900
Min Knockback Distance: 50
Max Knockback Distance: 350
Min Damage: 10
Max Damage: 300
Min Stun Duration: 0.2
Max Stun Duration: 2.25
Number of Illusions: 1
Illusion Damage Dealt: 80%
Illusion Damage Taken: 200%
Illusion Spawn Delay: 0.7
Illusion Duration: 8
Cooldown: 14
Modifiers
Buff modifier_dark_seer_normal_punch: Undispellable. Persists death.
Buff modifier_dark_seer_normal_punch_illusion_thinker: Undispellable. Persists death.
Buff modifier_dark_seer_normal_punch_illusion: Dispellable with death only.
Buff modifier_illusion: Dispellable with death only.
Buff modifier_invulnerable: Dispellable with death only.
Debuff modifier_stunned: Dispellable with strong dispels.
Debuff modifier_knockback: Dispellable with strong dispels.
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Shard.
Requires drafting Wall of Replica to be unlocked.

Notes:

  • Grants Dark Seer's attacks True Strike when not on cooldown. The cooldown triggers upon successfully landing an attack on an enemy.
  • Constantly checks the distance Dark Seer moves and calculates the damage, knockback distance, knockback duration, and stun duration accordingly.
    • For every 10 distance moved, the damage increases by 3.222, knockback distance by 3.333, knockback duration by 0.011, and stun duration by 0.023.
    • Teleporting effects (which includes Blink) may only add up to 600 range to the distance counter, no matter how big the actual teleported distance was.
    • The distance counter never resets, so it is possible to perform multiple full power punches in a row, with the help of cooldown resetting sources.
  • These are the damage, knockback distance, and stun duration values at certain distances moved in the last 3 seconds (before reductions):
    • 0 distance moved: 10 damage, 50 knockback distance, 0.1s knockback duration, 0.2s stun duration.
    • 180 distance moved: 68 damage, 110 knockback distance, 0.305s knockback duration, 0.61s stun duration.
    • 360 distance moved: 126 damage, 170 knockback distance, 0.51s knockback duration, 1.02s stun duration.
    • 540 distance moved: 184 damage, 230 knockback distance, 0.715s knockback duration, 1.43s stun duration.
    • 720 distance moved: 242 damage, 290 knockback distance, 0.92s knockback duration, 1.84s stun duration.
    • 900 distance moved: 300 damage, 350 knockback distance, 1.125s knockback duration, 2.25s stun duration.
  • Normal Punch first applies the stun, then the damage, then the knockback, then the attack damage.
  • The illusion is spawned 350 range behind the enemy's determined landing position, 0.7 seconds after Normal Punch was delivered.
    • The illusion can be controlled normally. It is initially ordered to attack the punched target.
  • The punch particle and sound effects upgrade when the distance counter is at 300, and upgrade again when at 900.


Wall of Replica illusion as they appear to allies and enemies.

Wall of Replica
Wall of Replica icon.png
Raises a wall of warping light that slows and creates replicas of any enemy hero who crosses it. Enemy replicas serve at the Dark Seer's will. Replicas last until they are destroyed, or until the wall's duration ends.
Cast Animation: 0.2+0.73
Cast Range: 1300
Number of Walls: 1 (Talent 2)
Wall Length: 1300
Wall Width: 50
Move Speed Slow: 50%/60%/70%
Illusion Damage Dealt: 70%/85%/100% (Talent 90%/105%/120%)
Illusion Damage Taken: 200%
Duration: 30
Slow Duration: 1
Talent Parallel Wall Distance: 600
Cooldown: 100 (Talent 60)
Mana: 125/250/375
Aghanim's Shard upgrade: Grants a new ability: Normal Punch.
Partially pierces spell immunity. Creates illusions of spell immune enemies, but does not slow them.
Modifiers
Buff modifier_dark_seer_wall_of_replica: Undispellable. Persists death.
Buff modifier_darkseer_wallofreplica_illusion: Dispellable with death only.
Buff modifier_illusion: Dispellable with death only.
Buff modifier_invulnerable: Dispellable with death only.
Debuff modifier_dark_seer_wall_slow: Dispellable with any dispel.
The Dark Seer, while unable to return to his natural realm, can channel part of the prismatic wall with powerful strength of mind, sowing confusion amongst enemy ranks.

Notes:

  • The values of the wall are set upon creation, and do not update upon leveling the ability up after having placed the wall.
  • A wall can only create one illusion per player. There cannot be more than one illusion per player per wall.
    • This means when there are multiple walls up (with the Talent parallel wall talent, or with multiple casts), each wall can create one illusion for each enemy.
    • This also means that when an enemy has multiple heroes ( Meepo Clones and Arc Warden Tempest Double minimap icon.png Tempest Double), they are still limited to one illusion per wall.
    • Even if the illusion gets Enchanted, the wall still cannot create another illusion until the previous one dies.
    • When the illusion dies, the wall can create a new illusion of that hero as soon as it comes in range.
  • Only creates illusions of real heroes. Does not create illusions of illusions pathing through the wall.
    • Can create illusions of Divided We Stand and Tempest Double as well, but not of Wukong's Command clones.
    • Can create the illusions of invulnerable enemies, but not hidden ones. The slow, however, is not placed on invulnerable units.
  • Upon spawning, the illusions are automatically ordered to attack the heroes they are based on.
  • Illusions created by Wall of Replica have a static 5 Gold and 5XP bounty which does not scale with levels.
  • The illusions' duration is based on the remaining duration of the wall from which they originate.
  • The illusion spawns 108 range away from the hero if the hero has a collision size of 24, and 72 if the collision size is 8. It appears either north, east, south or west from the target.
  • Wall of Replica illusions are visually distinguishable for the enemies.
  • The slow is applied constantly within the wall's area. When walls overlap with each, their slows do not stack.
  • The parallel wall Talent talent places a second wall 600 range behind the cast location of first wall, parallel to it.


Talents[]

Hero Talents
350 AoE Surge25Parallel Wall
+50 Ion Shell Damage20-40s Wall of Replica Cooldown
+75 Ion Shell Radius15+100 Vacuum AoE
+6 Armor10+20% Wall of Replica Illusion Damage
Notes:

Recent Changes[]

Main Article: Dark Seer/Changelogs
Version
Description
Level 20 right talent: -30s Wall of Replica cooldown increased to -40s.
Level 25 left talent: 320 AoE Surge increased to 350 AoE. [?]
Level 10 right talent changed: +75 Ion Shell radius ➜ +20% Wall of Replica illusion damage dealt.
Level 15 left talent changed: +25% Wall of Replica illusion damage dealt ➜ +75 Ion Shell radius.
Level 20 left talent: +60 Ion Shell damage per second reduced to +50.
Level 20 right talent: -30s Wall of Replica cooldown increased to -35s.
  • Vacuum
    • Reduced cast backswing from 0.7 to 0.4.
    • Reduced tree destruction radius from 275 to 125.
  • Ion Shell
    • Increased damage interval from 0.1 to 0.15.
    • Increased damage per second from 24/46/68/90 to 30/50/70/90.
    • Increased mana cost from 100/110/120/130 to 110/120/130/140.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Reduced Ion Shell max health bonus from 350 to 300.
  • Aghanim's Shard icon.png Aghanim's Shard upgrade:
    • Normal Punch
      • Reduced distance required for max values from 1500 to 900.
      • Increased illusion damage dealt from 40% to 80%.
      • Reduced illusion damage taken from 300% to 200%.
  • Talents:
Level 10 left talent changed: +60 Vacuum radius ➜ +6 armor.
Level 15 right talent changed: +6 armor ➜ +100 Vacuum.
Level 20 right talent changed: +1s Wall of Replica slow duration ➜ -30s Wall of Replica cooldown.

Recommended Items[]

Starting items:

Early game:

  • Magic Stick icon.png Magic Stick gives burst health and mana in a pinch.
  • Soul Ring icon.png Soul Ring covers most of your mana issues and allows you to constantly use Ion Shell in order to harass your lane opponents and get some last hits.
  • Boots of Speed icon.png Boots of Speed gives mobility for chasing or running away.
  • Infused Raindrops icon.png Infused Raindrops gives mana regeneration and absorbs some magical damage.

Mid game:

  • Magic Wand icon.png Magic Wand sustains health and mana in fights.
  • Helm of the Dominator icon.png Helm of the Dominator allows you to pull off Vacuum combos by yourself. Also, gives you an additional controllable unit to use Ion Shell on to fight or to push out waves.
  • Arcane Boots icon.png Arcane Boots increase your mana pool and allow you to restore your teammates' mana.
  • Mekansm icon.png Mekansm adds to Dark Seer's teamfight effectiveness and increases durability. Also his decent intelligence gain means he will generally have enough mana to use the heal.
  • Blink Dagger icon.png Blink Dagger can help you positioning to place a better vacuum wall combo.
  • Town Portal Scroll icon.png Town Portal Scroll allows you to be at any lane for a gank, countergank, or push in seconds.

Late game:

  • Guardian Greaves icon.png Guardian Greaves restores both health and mana to team; the health regeneration and armor aura works better on wounded allies.
  • Shiva's Guard icon.png Shiva's Guard grants you more punch to your Vacuum and Wall of Replica initiation, and gives you armor and intelligence.
  • Lotus Orb icon.png Lotus Orb removes debuffs from Dark Seer or an ally, as well as granting Echo Shell to reflect spells.

Situational items:

  • Force Staff icon.png Force Staff changes position of Dark Seer or any heroes.
  • Pipe of Insight icon.png Pipe of Insight grants you and your allies protection from magical damage.
  • Crimson Guard icon.png Crimson Guard can protect your team from physical attacks in teamfights.
  • Aghanim's Scepter icon.png Aghanim's Scepter buffs Ion Shell, making it a survivability buff and giving two charges.
  • Ghost Scepter icon.png Ghost Scepter should be considered to counter high physical damage dealers, ensuring your survival to use abilities.
  • Black King Bar icon.png Black King Bar guarantees your initiation with spell immunity to ward off almost all disables.
  • Scythe of Vyse icon.png Scythe of Vyse grants mana regeneration and Hex to completely nullify an enemy hero from using abilities or attacking.
  • Refresher Orb icon.png Refresher Orb allows you to use your abilities and items twice in a row if needed.
  • Radiance (Active) icon.png Radiance for dealing more magical damage combined with ion shell and 17% miss chance combined with your evasion.
  • Octarine Core icon.png Octarine Core will restore your health because of your AoE magical damage abilities and lower cooldowns for better influence in fight.

Gameplay[]

Roles: Initiator Initiator Jungler Jungler Escape Escape Disabler Disabler
Complexity: ★☆☆
Playstyle: In a final, calculated move, Ish'Kafel led his outnumbered army into a new world, sealing the path behind with a burst of dark energy. A cunning tactician, the Dark Seer manipulates gravity to pull foes into a Vacuum, drawing them into the prismatic thorns of his Ion Shell. Armed only with his intellect, he Surges across the land to survey every point of conflict. At strategic locations Ish'Kafel places a Wall of Replica, sowing confusion amongst enemy ranks as an army of duplicates emerge to do battle against their own likenesses.


Audio[]

History[]

Equipment[]

Trivia[]

  • Dark Seer's response, "Speed is the heart of battle." is an indirect quote of Chinese military strategist Sun Tzu, who said "Quickness is the essence of war."
  • Dark Seer's response, ▶️ "No, I will not calm my beard." is a response to Beastmaster minimap icon.png Beastmaster's and Clockwerk minimap icon.png Clockwerk's rival hero taunts, both voiced by Sam A. Mowry.
  • Dark Seer's Vacuum's lore is based on the military term, center of gravity, which is a concept developed by Carl Von Clausewitz, a Prussian military theorist, in his work On War.
  • Normal Punch makes numerous references to the anime One Punch Man.
    • The name of the ability references the protagonist's move "Consecutive Normal Punches".
    • The particle effects include a giant red fist striking the enemy, which looks like the fists of the protagonist.
    • The particle effect generally has an anime-style theme to it, with the static lines and whirls, the haloes, and the japanese floating texts, which are the japanese equivalents of "Pow!".
  • The effect of Normal Punch punching an illusion out of the body may be a reference to the scene in Doctor Strange in which Doctor Strange's "astral form" is getting separated from his physical form.[1]

Gallery[]

References[]

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