Strength []
Berserker's Call
Ability
No Target
No Target
Affects
Enemies / Self
Enemies / Self
Axe taunts nearby enemy units, forcing them to attack him, while he gains bonus armor during the duration.
Radius: 275/300/325/350
Armor Bonus: 40
Duration: 2.5/3.25/4/4.75
Mogul Khan's warcry taunts opponents into engaging in an unconquerable battle with the Axe.
- Differences to default:
- Radius: 300 -> 275/300/325/350
- Duration: 1.5/2/2.5/3 -> 2.5/3.25/4/4.75
- Mana cost: 80/90/100/110 -> 60/70/80/90
- Affected units cannot use any spells or items and are forced to attack Axe for its duration.
- Units attempt to follow and attack Axe regardless of distance, vision, obstacles, or status.
- Affected units are still subject to disables and do not gain free pathing.
- Affects units in the Fog of War. Does not affect invulnerable or hidden units.
- The taunt persists through Axe's death.
Battle Rage
Ability
Target Unit
Target Unit
Affects
Allies
Allies
Sends target allied unit into a Battle Rage. When affected by Battle Rage, all damage dealt by that unit steals life.
Cast Range: 600
Lifesteal: 12.5%/15%/17.5%/20%
Duration: 20
Mogul Khan's rage propels him through terrifying acts of brutality and destruction.
- Replaces Battle Hunger.
- Lifesteal is based on damage before any reductions.
- Lifesteals off of attack damage and spell damage alike.
- Does not lifesteal off of damage flagged as HP Removal.
- Fully stacks with any other source of lifesteal.
- Recasting the spell on the same unit does not stack, but refreshes the duration.
Axe leaps forward into combat. Upon landing, Axe delivers a strike to all enemies in a small area around his position. If an enemy is below the kill threshold, the enemy dies and Axe grants himself and nearby allies a temporary speed bonus.
Cast Range: 500/600/700
Cull Radius: 175/225/275
Kill Speed Bonus Radius: 900
Damage: 150/250/350
Kill Move Speed Bonus: 40%
Kill Attack Speed Bonus: 40
Kill Bonus Duration: 6
Mogul Khan is the embodiment of battle and fury, launching into a gruesome fatality against those who dare engage the Axe in combat.
- Replaces Culling Blade.
- Axe leaps towards the targeted area at an unknown speed.
- When an enemies' health is above the threshold, it only applies its regular damage (magical) and plays a different sound.
- Even when enemies die to the regular damage (possible with damage amplifiers), other effects of Culling Blade are not applied.
- When the enemies' health is below the threshold, it does the following
- It deals damage to the enemy equal to the health threshold value, in the form of pure damage (flagged as HP Removal).
- It applies the speed bonus to Axe and nearby allies.
Sven unleashes his magical gauntlet that deals damage and stuns enemy units.
Cast Range: 600
Effect Radius: 255
Damage: 100/175/250/325
Stun Duration: 2/2.5/3/3.5
The Rogue Knight's iron gauntlet, taken from the school of his father, strikes his foes to their core.
- Differences to default:
- Stun duration: 2 -> 2/2.5/3/3.5
- Mana cost: 140 -> 100
- The targeting reticule must be centered over an enemy unit.
- Storm Hammer travels at a speed of 1000.
- Disjointing it completely nullifies the effects, including the area stun and damage.
- Turning invulnerable or hidden does not prevent it from affecting the area around the target.
- The projectile has 225 radius flying vision. This vision does not last.
- Sven's sword emits some particles during the cast time, visible to everyone.
Warcry
Ability
No Target
No Target
Affects
Allies
Allies
Sven's Warcry heartens his allies for battle, increasing their movement speed and armor. Lasts 10 seconds.
Effect Radius: 900
Move Speed Bonus: 5%/10%/15%/20%
Armor Bonus: 4/8/12/16
Buff Duration: 10
Calling a few lines from the Vigil Codex fortifies Sven's obedience to his rogue code. So poetic!
- Differences to default:
- Duration: 7 -> 10
- Movement speed bonus: 12% -> 5%/10%/15%/20%
- Cooldown: 36/30/24/18 -> 20
- Interrupts Sven's channeling spells upon cast.
- Fully stacks with other armor and movement speed granting abilities and items.
God's Strength
Ability
No Target
No Target
Affects
Self
Self
Sven gains bonus strength and damage. Upon killing an enemy unit while under the effects of God's Strength, all of Sven's ability cooldowns are reduced. This effect can occur an unlimited amount of times.
Attack Damage Bonus: 50%/75%/100%
Strength Bonus: 15/30/45
Cooldown Reduction per Kill: 1/1.5/2
Buff Duration: 25
With the strength that shattered the Sacred Helm, the Rogue Knight stands unopposed in melee combat.
- Only increases base damage and that given by the primary attribute of Sven. Raw bonus damage is not increased.
- Checks Sven's main attack damage periodically and adapts the attack damage bonus instantly.
- The strength bonus effectively grants Sven 285/570/855 health, 0.45/0.9/1.35 health regeneration and 15/30/45 attack damage.
- The damage from the strength gets further increased to 22.5/52.5/90 by the God's Strength damage bonus, since it is attributes-based damage.
Caustic Finale
- Differences to default:
- Damage radius: 400 -> 100/200/300/400
- Damage: 90/130/170/220 -> 25/75/125/175
- Debuff duration: 8 -> 1/2/4/8
- Caustic Finale is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
- Sand King does not have to do the last hit. When a unit dies with the debuff on, it causes the area damage, no matter how it dies.
Purification
Instantly heals a friendly unit and damages all nearby enemy units.
Cast Range: 700
Damage Radius: 225/300/375/450
Damage: 90/180/270/360
Heal: 90/180/270/360
Priests of the Omniscience are adept at removing impurities from fellow warriors.
- Differences to default:
- Radius: 225 -> 225/300/375/400
- Mana cost: 100/120/140/160 -> 90/100/110/120
- Despite the visual effects, the damage is applied instantly to all enemy units within range of the target.
Ability
Aura
Aura
Affects
Enemies
Enemies
Greatly degenerates the movement and attack capabilities of enemy units that stray too near.
Wings of Omniscience
Health Regeneration Bonus: 25
Angel Attack Damage: 150/250/350
Duration: 10/11/12
The All Seeing One casts down his protection over those that Purist calls friend.
- Replaces Guardian Angel
- Affects all allied units, except for wards, couriers, invulnerable and hidden units.
- The angels cannot be controlled and attack enemies on their own.
- The angels are invulnerable and unselectable.
Magnus sends out a wave of force, damaging enemy units in a line.
Cast Range: 1150
Wave Distance: 1150
Damage Radius: 150
Damage: 90/180/270/360
Mt. Joerlak was a somewhat unstable mass, and Magnus has learned to channel its reverberations.
- Differences to default:
- Damage: 75/150/225/300 -> 90/180/270/360
- The Shockwave travels at a speed of 1050.
- Can hit units up to 1300 range away (1150 travel distance + 150 radius).
- Plays an initial sound and particles upon start casting.
Magnus rushes forward up to 1200 distance, goring enemy units on his massive tusk. Units hit on the way will be dragged to the destination, then damaged and slowed.
Cast Range: Global
Max Skewer Distance: 600/800/1000/1200
Skewer Radius: 125
Maximum number of targets: 5/10/15/20
Damage: 70/140/210/280
Move Speed Slow: 40%
Attack Speed Slow: 40
Slow Duration: 2.5
Magnoceros horns are valuable in direct proportion to their danger to prospective merchants.
- Differences to default:
- Maximum number of targets: 1/2/3/4 -> 5/10/15/20
- Cooldown: 30 -> 30/25/20/15
- Affects enemy heroes -> Affects enemy units
- Magnus charges at a speed of 950.
- During the Skewer, Magnus is fully disabled.
- Enemy units within 125 radius around Magnus get moved in front of him and dragged along.
- Dragged units are fully disabled during the drag.
- Dragged units land 200 range away in front of Magnus at the end of the charge.
- Can charge through and drag enemies over impassable terrain.
- Destroys trees within 200 radius during the charge, and 400 radius at the destination point.
Ability
Target Point
Target Point
Affects
Allied Heroes / Self
Allied Heroes / Self
Magnus rushes forward, picking up friendly Heroes on his massive tusk, carrying them with him to the target destination.
Cast Range: Global
Max Skewer Distance: 600/800/1000/1200
Skewer Radius: 125
Maximum number of targets: 5/10/15/20
- Levels up together with Skewer, using a 5th ability slot.
- Fully functions in the same way as the regular Skewer, except that this one drags allies, instead of enemies.
- Does not damage or slow allies.
Radius: 410
Damage: 150/225/300
Hero Stun Duration: 2.25/3/3.75
Creep Stun Duration: 5/6/7
Magnus fights with the fury of the erupting Mt. Joerlak.
- Differences to default:
- Creep stun duration: 3/4/5 -> 5/6/7
- Damage: 50/125/200 -> 150/225/300
- Instantly pulls all affected units 150 range in front of Magnus.
- There is no limit of how many units can be affected.
- Treats creep-heroes as creeps.
- Stuns Roshan but does not pull him.
- The particle effects and a sound effect start playing at the beginning of the cast.
Gladiators, Unite!
Ability
No Target
No Target
Affects
Allies
Allies
Legion Commander calls her allied heroes together to fight in an arena. Each additional friendly hero that joins the fight in the arena grants additional bonus damage, armor, and lifesteal to each arena combatant.
Radius: 625
Lifesteal per Hero: 10%/12%/14%
Attack Damage Bonus per Hero: 10/15/20
Armor Bonus per Hero: 5/7/9
Duel Duration: 15
To face a soldier of Stonehall in single combat is a challenge few can resist.
Echo Stomp
Elder Titan and his Astral Spirit both stomp the ground, damaging and knocking nearby enemy units unconscious around their locations. The Elder Titan stomp deals physical damage, while the Spirit stomp deals magical damage. Unconscious enemies will wake if they take player based damage.
Channel Time: 1.4
Radius: 475
Physical Damage: 40/80/120/160
Magical Damage: 40/80/120/160
Sleep Duration: 2/3/4/5
The force of creation still echoes in the stomp of the Titan.
- Differences to default:
- Damage: 80 -> 40/80/120/160
- Applies a sleep on affected units, preventing them from acting, until woken up.
- When the Astral Spirit is summoned, it performs the stomp perfectly synchronized with Elder Titan.
- The physical damage is dealt around Elder Titan, while the magical damage around the spirit.
- The sleep is applied in the radius around Elder Titan and the spirit. If the radii overlap, the duration does not stack up.
- If the spirit is not summoned or Astral Spirit is not learned, both magical and physical damage are centered around Elder Titan.
- The Astral Spirit has this ability as well (with a different icon). Ordering the spirit to cast it forces Elder Titan to cast his part.
- When being cast on the spirit while Elder Titan is disabled, it goes on cooldown for the spirit and does nothing.
- However, Elder Titan can still use it afterwards and the spirit still mimics, despite its own being on cooldown.
- When Elder Titan casts Echo Stomp while the Astral Spirit is disabled (e.g. inside Chronosphere), it still casts its part.
- Echo Stomp cannot be cancelled by ordering the spirit to stop. During the Echo Stomp animation, the spirit cannot act.
- Affected units cannot be woken up for the initial 0.8 seconds of the sleep.
- Only player-based damage can wake up affected units, the only exception being Elder Titan's own Astral Spirit.
- This means uncontrolled lane creeps, neutral creeps and buildings (towers/fountains) cannot wake them up.
Ability
Aura
Aura
Affects
Enemies
Enemies
Reduces all elements to their basic levels, removing base armor and magic resistance from nearby enemy units.
- Differences to default:
- Armor reduction: 25%/50%/75%/100% -> 3%/6%/9%/12%
- Armor reduction is based on the affected units' base armor.
- The Astral Spirit possesses this aura. However, the aura's effects do not stack.
- The aura's debuff lingers for 0.5 seconds.
Agility []
Frost Arrows
Affects
Enemies
Enemies
Adds a freezing effect to Drow's attacks, slowing enemy movement. Units are knocked back by the initial strike.
Cast Range: 625
Move Speed Slow: 11%/15%/18%/20%
Knockback Distance: 10/15/20/25
Slow Duration: 1/1.5/2/2.5
Knockback Duration: 0.1
Ice-encased arrows pierce the silence, chilling their victims to the core.
- Differences to default:
- Movement speed slow: 11%/24%/37%/60% -> 11%/15%/18%/20%
- Non-hero slow duration: 7 -> 1/1.5/2/2.5
- Mana cost: 12 -> 6
- Minor knockback added
- Frost Arrows is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
- Knocks units back at a speed of 100/150/200/250. The target is disabled during the knockback.
- Successive casts on the same target do not stack, but refresh the duration.
Affects
Enemies
Enemies
Drow's arrow splits in front of her in a cone shape, dealing less damage but cleaving multiple targets. Each arrow can only hit a target once. If Frost Arrows is activated, Quelling Shot's arrows will be converted to Frost Arrows, increasing the mana cost per arrow.
- Replaces Silence.
- Quelling Shot is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
- Only works together with Frost Arrows, which causes all arrows to be frost arrows, but each arrow drains mana, costing 42/51/54/64 mana per cast.
- The arrows travel at a speed of 1250, the same speed as the default attack projectiles.
- Launches 5/6/6/7 arrows with an a distance of 40 between each other, so that the total area is shaped like a cone with an end width of 200/240/240/280.
- Due to the small arrow radius, there are small gaps between the arrows towards the end of the cone where enemies are not hit.
- When an arrow hits an enemy, the arrow disappears.
- An enemy can be hit by multiple arrows.
- When using autocast, right-clicking an enemy casts this spell. None of the projectiles launched home an enemy.
Ability
Passive
Passive
Affects
Self
Self
Drow's experiences in battle improve her accuracy and effectiveness in combat, providing a passive bonus to Agility. Grants no bonus if there are enemy creatures within an area of effect.
- Differences to default:
- Enemy search radius: 400 -> 150
- Reacts on enemy heroes -> Reacts on any enemy
- An icy particle effect is visible on Drow Ranger while Marksmanship is active.
- Checks for nearby enemies (including invulnerable or hidden ones) in 0.1 second intervals and adapts the bonus accordingly.
- Effectively gives Drow Ranger 40/60/80 attack speed, 40/60/80 attack damage and 5.6/8.4/11.2 armor.
- This is how much extra damage Precision Aura grants in conjunction with Marksmanship's agility bonus:
- Marksmanship Level 1: 7.2/9.6/12/14.4
- Marksmanship Level 2: 10.8/14.4/18/21.6
- Marksmanship Level 3: 14.4/19.2/24/28.8
Shadowraze (Near)
Distance: 200
Radius: 250
Damage: 75/150/225/300
Nevermore's trademark for harvesting souls.
- Differences to default:
- Mana cost: 75 -> 75/65/55/45
- Cooldown: 10 -> 10/9/8/7
- All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others as well.
- Shadowraze (Near) blasts a 250 radius area 200 range in front of Nevermore upon cast.
- This means that it can hit units up to 50 range behind Shadow Fiend, and up to 450 range in front of him.
- All three razes together can deal up to 300/525/750/975 damage to a single unit (before reductions), if all of them hit.
Shadowraze (Medium)
Distance: 450
Radius: 250
Damage: 75/150/225/300
Nevermore's trademark for harvesting souls.
- Differences to default:
- Mana cost: 75 -> 75/65/55/45
- Cooldown: 10 -> 10/9/8/7
- All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others as well.
- Shadowraze (Medium) blasts a 250 radius area 450 range in front of Nevermore upon cast.
- This means that it can hit units from 200 to 700 range in front of Shadow Fiend.
- All three razes together can deal up to 300/525/750/975 damage to a single unit (before reductions), if all of them hit.
Shadowraze (Far)
Distance: 700
Radius: 250
Damage: 75/150/225/300
Nevermore's trademark for harvesting souls.
- Differences to default:
- Mana cost: 75 -> 75/65/55/45
- Cooldown: 10 -> 10/9/8/7
- All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others as well.
- Shadowraze (Far) blasts a 250 radius area 700 range in front of Nevermore upon cast.
- This means that it can hit units from 450 to 950 range in front of Shadow Fiend.
- All three razes together can deal up to 300/525/750/975 damage to a single unit (before reductions), if all of them hit.
Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. When Blade Fury deals damage, it has a chance to trigger Blade Dance. During Blade Fury, Juggernaut has a chance to dodge incoming physical attacks.
Radius: 250
Damage per Second: 25/75/120/175
Evasion: 20%/40%/60%/80%
Duration: 5
Yurnero's renowned katana techniques are feared by warriors and sorcerors alike.
- Differences to deafault:
- Damage per second: 80/100/120/140 -> 25/75/120/175
- Crit chance added for damage, based on Blade Dance
- Evasion added
- Does not interrupt Juggernaut's channeling spells upon cast.
- Applies spell immunity for the duration and a basic dispel upon cast. This basic dispel removes buffs as well, not only debuffs.
- Juggernaut is silenced for the duration. Besides this, he can act freely while spinning.
- Regular attacks can be performed during Blade Fury, but they deal no damage to enemies being affected by Blade Fury.
- Attack modifiers like Monkey King Bar, Diffusal Blade or Skull Basher still apply their effects and damage on procs.
- Since cleave is based on the hero's attack damage values, it still deals damage within its cleave area even while spinning.
- On the other side, critical strikes and lifesteal are based on the actual damage dealt, and thus have no effect.
- Deals 5/15/24/35 damage in 0.2 second intervals, starting 0.2 seconds after cast, resulting in 25 damage instances.
- Each damage instances has a 15%/20%/25%/35% to deal double damage (10/30/48/70), based on the level of Blade Dance.
- This is how much damage Blade Fury deals per instance, per second and in total, when combined with Blade Dance (before reductions):
- Level 1: 5/5.75/6.00/6.25/6.75 per instance, 25/28.75/30.00/31.25/33.75 per second, 125/143.75/150.00/156.25/168.75 total
- Level 2: 15/17.25/18.00/18.75/20.25 per instance, 75/86.25/90.00/93.75/101.25 per second, 375/431.25/450.00/468.75/506.25 total
- Level 3: 24/27.60/28.80/30.00/32.40 per instance, 120/138.00/144.00/150.00/162.00 per second, 600/690.00/720.00/750.00/810.00 total
- Level 4: 35/40.25/42.00/43.75/47.25 per instance, 175/201.25/210.00/218.75/236.25 per second, 875/1006.25/1050.00/1093.75/1181.25 total
Secret Blade
Juggernaut sends forth an image of himself, collecting targets it impacts with. Upon reaching its destination, Juggernaut dashes forward to the image, attacking all units the image connected with with bonus damage.
Cast Range: 3000
Dash Distance: 1200/1300/1400
Radius: 250/300/350
Attack Damage Bonus: 50/85/120
- Replaces Omnislash.
- Upon cast, an image of Juggernaut is send forth towards the direction. Every enemy within the radius around it gets marked.
- Once it reaches the targeted point, or the max distance, Juggernaut quickly dashes forward, hitting all marked enemies.
- Juggernaut performs an instant attack on all marked enemies. This means any attack modifier can proc normally.
- Juggernaut is invulnerable during the process.
- He is also disabled while the image travels.
- The image travels at an unknown speed.
Scourge Ward
Ability
Target Point
Target Point
Damage
Physical
Physical
Summons a scourge ward to attack enemy units and structures. The ward is immune to magic. Scourge Wards can use a less powerful version of Venomous Gale, and the level is equivalent to the level of Venomancer's Venomous Gale.
Cast Range: 850
Ward Duration: 40
A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague.
- Levels up together with Plague Ward, using a 5th ability slot.
- A Scourge Ward automatically attacks the closest enemy unit within its attack range.
- It is possible to manually select an attack target for a Plague Ward.
- It is also possible to stop them from attacking by ordering them to stop, however this only works when the auto-attack option is turned off.
- Plague Wards have a lower target priority than units and heroes, so they are attacked by towers and lane creeps last.
Radius: 575
Nova Width: 255
In the Acid Jungles, creatures releasing noxious poison to their attackers is common; Venomancer spreads this plague beyond the Jidi Isle.
- Differences to default:
- Interrupts Venomancer's channeling spells upon cast.
- The ring expands with a speed of 500, reaching max radius in 1.15 seconds.
- Poison Nova can hit units up to 830 range away (575 travel distance + 255 width).
- Despite the nova having a width, units between the ring and Venomancer still get hit, even when not within 255 width of the nova ring (such as blinking into the area some time after the spell is cast).
- Deals damage in 1 second intervals, starting immediately as the debuff is placed, resulting in 12/14/15 ( 14/15/16) instances.
- Does not tick when affected units turn spell immune, so that Blink Dagger is not disabled.
- Poison Nova can never kill a unit. It does not drop affected units below 1 health from its damage ticks.
- Can deal up to 216/504/870 ( 504/870/1296) damage to a single unit (before reductions).
- The debuff from successive casts does not stack, only the duration gets refreshed.
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Ability
No Target
No Target
Affects
Self
Self
Templar Assassin creates a defensive shield around herself that absorbs damage and provides a bonus to her damage.
Max Damage Absorbed: 200/300/400/500
Attack Damage Bonus: 20/40/60/80
Duration: 17
Manipulating her psionic veil, Lanaya bends nature's law to her will.
- Replaces Refraction.
- Deflection interrupts Templar Assassin's channeling spells upon cast.
- Places a buff on Templar Assassin, that grants her both, the attack damage and the damage absorbing shield.
- When the damage block capacity is reached, the buff disappears, along with the attack damage bonus.
- Fully negates damage, causing several on-damage effects to not trigger.
- Damage below 5 (after reductions) is completely ignored.
- Does not negate damage flagged as HP Removal.
Psionic Trap
Ability
Target Point
Target Point
Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they exert a slowing influence of 30% in the area. Traps charge up to slow an additional 5% every second, up to 50%.
Cast Range: 2000
Maximum Traps: 5/8/11
Min Move Speed Slow: 50%
Max Move Speed Slow: 74%
Slow Duration: 5
Trap Duration: Permanent
Calling upon the reach of the Hidden Temple, none escape the eye of the Templar.
- Differences to default:
- Min movement speed slow: 30% -> 50%
- Slow increase per second: 5% -> 6%
- Max movement speed slow: 50% -> 74%
- The slow starts at 50% and increases by 0.6% in 0.1 second intervals, reaching the maximum 74% slow 4 seconds after placing the trap.
- Psionic Traps do not slow upon getting destroyed.
Intelligence []
Affects
Allies
Allies
Grants the target unit bonus mana regen. Passively gives additional mana regeneration to all friendly units on the map. This bonus is doubled on Crystal Maiden.
Cast Range: Global
Aura Radius: Global
Aura Mana Regen Bonus (Allies): 1/1.5/2/2.5
Aura Mana Regen Bonus (Self): 2/3/4/5
Active Mana Regen Bonus: 200%/250%/300%/350%
Active Duration: 25
Cold temperatures promote the essence of magic, causing Rylai's presence to allow spell usage in abundance.
- Differences to default: Active component added.
- The aura's buff lingers for 0.5 seconds.
- Restores in the form of regeneration, so it regenerates 0.1/0.15/0.2/0.25 mana in 0.1 second intervals.
- Regenerates 0.2/0.3/0.4/0.5 mana in 0.1 second intervals for Crystal Maiden, which is 2/3/4/5 mana per second.
- Stacks with all other sources of flat mana regeneration.
- The flat mana regen bonus is not considered by percentage mana regeneration increases.
- Regenerates up to 60/90/120/180 (120/180/240/480 on self) mana in one minute.
- The active component grants a percentage bonus, instead of a flat bonus like the passive.
Ability
Target Unit
Target Unit
Affects
Enemies
Enemies
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.75. If a shackle is made to a second unit, the shackle will bounce and continue behind that unit, until the max count is reached or no unit or tree is found.
Cast Range: 800
Shackle Search Range: 500
Shackle Count: 3/5/7/9
Success Stun Duration: 3.5/4.75/6.25/8.5
Fail Stun Duration: 0.75
Windranger's variety of bow skills includes an arrow with thick ropes attached to encumber any escaping target.
- Differences to default:
- Success stun duration: 1.5/2.25/3/3.75 -> 3.5/4.75/6.25/8.5
- Mana cost: 90/100/110/120 -> 75/85/95/105
- Bouncing Shackle added
- Shackleshot travels at a speed of 1650.
- The projectile searches for enemies or trees within 23° at the opposite side of the target from where Shackleshot was cast.
- This means when Windranger blinks away after cast, it latches on targets based on the cast location, not her new location.
- Shackleshot always prioritizes units over trees as a secondary target.
- If the target gets shackled to a unit, both of them are stunned for the full duration.
- The stun persists, even when the primary or the secondary unit dies, or the tree is destroyed earlier.
- The stun also persists, when one of the targets gets freed from the stun earlier.
- When the primary target dies before the shackle reaches it, it still can latch to a secondary unit and stun it.
- Can latch on invisible units, units in the Fog of War and the trees from Sprout.
- After reaching the primary target, the projectile jumps to the secondary target and shackles again, up to 3/5/7/9 times.
Windrun
Ability
No Target
No Target
Affects
Self / Enemies
Self / Enemies
Increases movement speed and adds evasion from all physical attacks, while slowing movement of nearby enemies.
Slow Radius: 400/600/700/800
Move Speed Bonus: 50%
Evasion: 100%
Move Speed Slow: 10%/20%/30%/40%
Duration: 4/6.5/9.5/11
True to her namesake, Lyralei enchants gusts of winds to flight incoming attacks.
- Differences to default:
- Slow radius: 300 -> 400/600/700/800
- Movement speed slow: 8%/16%/24%/30% -> 10%/20%/30%/40%
- Duration: 2.75/3.5/4.25/5 -> 4/6.5/9.5/11
- Mana cost: 100 -> 50/60/70/80
- Windrun interrupts Windranger's channeling spells upon cast.
- Grants Windranger 100% Evasion for its duration. This means attacks with True Strike are not avoided.
- Attacks projectiles launched before activation are not evaded.
- The slow is provided by an aura on Windranger. Its debuff lingers for 2 seconds.
Zephyr
Ability
Target Unit
Target Unit
Affects
Self / Enemies
Self / Enemies
Windranger channels the wind, gaining maximum attack speed on the enemy unit or structure, although with reduced damage, including damage from unique attack modifiers and item effects. With each attack, Windranger has a chance to fire an additional arrow at a target within a radius of the attacked unit. Lasts 20 seconds.
Cast Range: 600
Attack Damage Reduction: 50%/40%/30%
Attack Speed Bonus: 400
Bonus Arrow Chance: 50%/60%/70%
Bonus Arrow Radius: 200/250/300
Bonus Arrows: 1/1/2
Duration: 20
Lyralei's ability to bombard opponents with a flurry of arrows is unparalleled - even at the expense of accuracy.
- Replaces Focus Fire
- Focus Fire orders Windranger to attack the target upon cast.
- Only reduces Windranger's main and bonus damage when attacking the target. Damage from item effects (e.g. Monkey King Bar, Diffusal Blade) is unaffected.
- Focus Fire does not guarantee full attack speed. The provided attack speed can be negated by strong attack speed slows.
- Windranger can switch attack targets without losing the buff against the Focus Fire target.
- Casting Focus Fire on multiple targets only grants the attack speed and damage reduction against the target of the most recent cast.
- Focus Fire ends prematurely when Windranger dies, but persists through the target's death.
- The extra arrow targets are selected randomly (true random distribution). The radius is centered around the Focus Fire target.
- The extra attacks are instant attacks and can proc any attack modifier normally. They are also affected by the damage penalty.
Lina channels the breath of a dragon, sending out a wave of fire that scorches every enemy in its path.
Cast Range: 800
Starting Radius: 275
Travel Distance: 1075
End Radius: 150
Damage: 90/150/210/280
In the scorched barren of Misrule, Lina learned to manipulate the fiery breath of the Desert Wyrm as a form of entertainment.
- Differences to default:
- Damage: 100/170/230/280 -> 90/150/210/280
- Cooldown: 8.5 -> 8.5/7.5/6.5/6.5
- Dragon Slave travels at a speed of 1200.
- Can hit units up to 1225 range away (1075 travel distance + 200 end radius).
- The complete area is shaped like a cone.
Light Strike Array
Summons a column of flames that damages and stuns enemies.
Cast Range: 600
Effect Radius: 225
Effect Delay: 0.5
Damage: 90/150/210/280
Stun Duration: 1.6
Lina's essence allows her to focus the sun's energies, causing air to combust at will.
- Differences to default:
- Mana cost: 90/100/110/125 -> 90/105/125/140
- Cooldown: 7 -> 7/6.5/6/5.5
- Light Strike Array destroys trees within the affected radius.
- The visual effects and the sound during the 0.5 second effect delay are only visible and audible to allies.
- Lina has two different animations for this spell, leading to two possible cast backswing durations.
Ability
Passive
Passive
Affects
Self
Self
Grants bonus attack,movement speed, and decreased cast time each time Lina casts a spell. Stacks with itself.
- Using items does not trigger Blazing Soul.
- Each spell cast refreshes the duration of the whole stack, making it theoretically possible to permanently have all stacks on.
- Bonuses with each amount of stacks on each level:
- Level 1: 4%/8%/12% movement speed, 40/80/120 attack speed and 0.04/0.08/0.12 cast point reduction
- Level 2: 5%/10%/15%/20% movement speed, 45/90/135/180 attack speed and 0.05/0.1/0.15/0.2 cast point reduction
- Level 3: 6%/12%/18%/24% movement speed, 50/100/150/200 attack speed and 0.6/0.12/0.18/0.24 cast point reduction
- Level 4: 7%/14%/21%/28%/30% movement speed, 55/110/165/220/275 attack speed and 0.07/0.14/0.21/0.28/0.35 cast point reduction
- Cast points of all of Lina's spells with each amount of staccks on each level:
- Level 1: 0.45/0.41/0.37/0.33
- Level 2: 0.45/0.40/0.35/0.30/0.25
- Level 3: 0.45/0.39/0.33/0.27/0.21
- Level 4: 0.45/0.38/0.31/0.24/0.17/0.10
- Due to the dynamic relation between cast point and backsing, the cast backswing increases by the same amount cast he cast point decreases.
Ether Shock
Creates a cone of ethereal energy that strikes multiple enemy units.
Cast Range: 600
Starting Radius: 200
Max Distance: 500
End Radius: 300
Number of Targets: 2/4/6/8
Damage: 140/250/360/470
Originally used to open shows with the travelling con-man, Rhasta's lightning display shocks adversaries in more ways than one.
- Differences to default:
- Number of targets: 1/3/5/7 -> 2/4/6/8
- Damage: 140/200/260/320 -> 140/250/360/470
- Can hit units up to 1000 range away (200 starting radius + 500 distance + 300 end radius).
- The complete area is shaped like a cone in front of Shadow Shaman.
- Unlike other cone-shaped spells, this one starts traveling at the edge of the starting radius instead from center.
- All strikes together can deal up to 280/1000/2160/3760 damage (before reductions).
Ability
Target Area
Target Area
Affects
Enemies
Enemies
Transforms any enemy units in the target area into a harmless creature, disabling their attacks and abilities.
Cast Range: 500
Radius: 200/250/300/350
Duration: 2/2.5/3/3.5
Rhasta often ended performances by turning himself into a chicken - now, the humiliation is shared.
- Differences to default:
- Duration: 1.25/2/2.75/3.5 -> 2/2.5/3/3.5
- Mana cost: 110/140/170/200 -> 80/90/100/110
- Area of effect added
- Applies a Hex on the target, setting its base movement speed to 100, silencing, muting and disarming it.
- Because hex changes base move speed and does not actually apply a slow, all speed effects are calculated using the 100 base speed.
- Hex instantly destroys illusions, but not summoned units.
- Shadow Shaman's hex transforms the target into a chicken.
Shackles
Magically binds an enemy unit so that it cannot move or attack, while dealing damage over time.
Cast Range: 400
Max Channel Time: 5/6/7/8
Damage per Second: 40/50/60/70
A self-defense incantation, Rhasta developed shackles after his master was slain in the Bleeding Hills.
- Differences to default:
- Channel duration: 2.5/3.25/4/4.75 -> 5/6/7/8
- Damage per second: 40 -> 40/50/60/70
- Provides True Sight over the target until the channeling ends.
- Deals 4/5/6/7 damage in 0.1 second intervals, starting immediately as the channeling begins, resulting in 50/60/70/80 damage ticks.
- Can deal up to 200/300/420/560 damage (before reductions).
No changes.
Shadow Strike
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time to any unit it touches. Poisoned units have their movement speed slowed for 15 seconds. An instance of damage is dealt every 3 seconds.
Cast Range: 1200
Travel Distance: 1200
Radius: 125
Initial Damage: 50/75/100/125
Damage over Time: 30/40/50/60
Move Speed Slow: 20%/30%/40%/50%
Duration: 15
Akasha's envenomed dagger allows her to delight in the drawn out suffering of her victims.
- Differences to default: Single target 400 range -> point target 1200 range with area
- The daggers travel a straight line at a speed of 900. They always travel the full distance.
- Every enemy which come within range get hit and poisoned.
- Can hit enemies up to 1325 range away (1200 travele distance + 125 radius).
- The slow decreases in 1 second intervals. This is how much Shadow Strike slows on each level at each second:
- Level 1: 20.0% / 16.3% / 13.1% / 10.3% / 8.1% / 6.2% / 4.7% / 3.5% / 2.5% / 1.8% / 1.3% / 0.9% / 0.6% / 0.4% / 0.3%
- Level 2: 30.0% / 24.5% / 19.6% / 15.5% / 12.1% / 9.3% / 7.0% / 5.2% / 3.8% / 2.8% / 2.0% / 1.4% / 1.0% / 0.6% / 0.4%
- Level 3: 40.0% / 32.6% / 26.2% / 20.7% / 16.1% / 12.4% / 9.3% / 7.0% / 5.1% / 3.7% / 2.6% / 1.8% / 1.3% / 0.9% / 0.6%
- Level 4: 50.0% / 40.8% / 32.7% / 25.9% / 20.1% / 15.5% / 11.7% / 8.7% / 6.4% / 4.6% / 3.3% / 2.3% / 1.6% / 1.1% / 0.7%
- Deals the initial damage upon impact and the damage over time in 3 second intervals, resulting in overall 6 damage instances.
- Can deal up to 200/275/350/425 damage to a single enemy (before reductions).
- Successive casts only refresh the debuff. Initial damage is not re-dealt.
Blink
Ability
Target Point
Target Point
Affects
Self
Self
Short distance teleportation that allows Queen of Pain to move in and out of combat.
Cast Range: Global
Max Blink Distance: 700/1000/1300/1600
The Secret Queen lives up to her title, making her Pain impossible to escape.
- Differences to default:
- Max blink distance: 700/850/1000/1150
- Mana cost: 60 -> 20/30/40/50
- Cooldown: 12/10/8/6 -> 6/5/4/3
- Disjoints projectiles upon cast.
- Does not blink for the full distance when targeting closer than the max distance.
- When targeting beyond the max blink distance, Queen of Pain will blink for the max distance towards the targeted point.
Scream of Pain
Search Radius: 475
Damage: 100/200/300/400
The sultry voice of Akasha beckons her opponents while stealing their souls.
- Differences to default:
- Damage: 85/165/225/300 -> 100/200/300/400
- Mana cost: 110/120/130/140 -> 90/100/110/120
- Scream of Pain interrupts Queen of Pain's channeling spells upon cast.
- The projectiles travel at a speed of 900.
- Affects invisible units and units in the Fog of War.
- Does not affect invulnerable or hidden units.
Sonic Wave
Creates a gigantic wave of sound in front of Queen of Pain, dealing heavy damage to all enemy units in its wake.
Cast Range: 700
Starting Radius: 100
Travel Distance: 800
End Radius: 300
Her most exquisite of all of torments, Akasha's Sonic Wave puts her poor foes out of their misery.
Trigger Radius: 235
Damage Radius: 260
Activation Delay: 1
Damage: 140/180/220/260
Remnant Duration: 12
Raijin Thunderkeg's duality allowed him to admire himself in shocking fashion.
- Differences to default: Applies Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Overload". based on its level.
- Static Remnant interrupts Storm Spirit's channeling spells upon cast.
- After a remnant is placed, it takes 1 second for it to be able to explode and deal damage.
- When a remnant expires, it still explodes and deals damage around it.
- Remnant can be triggered by invisible units and deal damage to them.
- The remnants are visible on the minimap with the same color as Radiant/Dire units, not the color of the player.
- Remnants provide 600 range flying vision at their location for their duration or until detonating.
- Damage on each level with each level of Overload:
- Level 1: 140/170/200/230/260
- Level 2: 180/210/240/270/300
- Level 3: 220/250/280/310/340
- Level 4: 260/290/320/350/380
Electric Vortex
Ability
No Target
No Target
Affects
Enemies / Self
Enemies / Self
A vortex that pulls all nearby enemy units to Storm Spirit's location. It also slows the Storm Spirit by 50% for 3 seconds.
Radius: 300/325/350/375
Pull Distance: 200/250/300/350
Pull Duration: 2/2.5/3/3.5
Self Movement Speed Slow: 50%
Slow Duration: 3
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.
- Differences to default:
- Single target -> non-targeted area effect
- 300 cast range -> 300/325/350/375 radius
- Pull distance: 100/150/200/250 -> 200/250/300/350
- Pull duration: 1/1.5/2/2.5 -> 2/2.5/3/3.5
- Cooldown: 21/20/19/18 -> 10
- Electric Vortex pulls enemies at a speed of 100.
- Multiple casts refresh the pull duration and the self-slow duration but do not update the pull location.
Overload
- Differences to default:
- Damage: 30/50/70/90 -> 30/60/90/120
- Slow duration: 0.6 -> 1/1.5/2/2.5
- Using items does not trigger Overload.
- The Overload applies by Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Static Remnant". is independent from the Overload from attacks.
- The slow and damage are applied to all enemy units within the radius around the attacked target.
- The charge is released upon successfully hitting a target. If the attack misses or is disjointed, nothing happens.
- Each attack checks for the buff on Storm Spirit upon successfully hitting the target. If the buff is present, the charge is released.
- This means when Storm Spirit gains the buff while an attack projectile is flying, that attack still releases the charge when it hits.
Ball Lightning
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The mana activation cost is 15+7% of his total mana pool, and the cost per 100 units traveled is 10+1% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Cast Range: Global
Damage Radius: 125/200/275
Travel Speed: 1250/1875/2500
Damage per 100 Units: 16/24/32
Mana Cost per 100 Units: 5 + 1% of max mana
The Storm is coming in.
- Differences to default:
- Damage per 100 units: 8/12/16 -> 16/24/32
- Mana cost per 100 units: 10 + 1% -> 5 + 1%
- Activation mana cost: 15 + 7% -> 15 + 3%
- Ball Lightning disjoints projectiles upon cast.
- Storm Spirit is invulnerable during Ball Lightning.
- Storm Spirit can turn, cast spells, use items and attack during Ball Lightning.
- If Storm Spirit runs out of mana while traveling, he stops immediately.
- Ball Lightning destroys trees within 100 radius of Storm Spirit while traveling.
- Provides 400 radius flying vision around Storm Spirit during Ball Lightning.
- The damage is increased by 0.16/0.24/0.32 damage per traveled unit, while mana is drained after each 100 distance traveled (resulting in 0.08/0.05/0.04 second intervals).
- The spell's tooltip mana cost shows the current initial mana cost of the spell based on Storm Spirit's current maximum mana pool.
- The damage is applied within the radius during the whole traveling, not only upon reaching the destination.
- This is how much damage Ball Lightning can deal at certain travel distances (before reductions):
- 50 Distance: 8/12/16 damage (15 + 3% of max mana)
- 500 Distance: 80/120/160 damage (40 + 8% of max mana)
- 1000 Distance: 160/240/320 damage (65 + 13% of max mana)
- 2500 Distance: 400/600/800 damage (140 + 28% of max mana)
- 5000 Distance: 800/1200/1600 damage (265 + 53% of max mana)
- 10000 Distance: 1600/2400/3200 damage (515 + 103% of max mana)
Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits.
Cast Range: 700
Bounce Distance: 575
Number of Bounces: 2/4/6/8
Hero Damage: 50
Creep Damage: 75/100/125/150
Hero Stun Duration: 1
Creep Stun Duration: 5
The Witch Doctor recycles the bones of fallen friends and foes, using the powder as part of his arsenal of charms and alchemy.
- Differences to default:
- Mana cost: 110/120/130/140 -> 75
- Cooldown: 75/100/125/150 -> 75
- The cask travels at a speed of 1000.
- The projectile bounces in 0.3 second intervals.
- Can bounce on the same unit multiple times, but only when another target was hit between the bounces.
- Cannot bounce on invisible, invulnerable or hidden units, but can bounce on units in the Fog of War.
- Can deal up to 150/300/500/750 (100/150/200/250 to heroes) damage to a single unit (before reductions).
- All bounces together can deal up to 225/500/875/1350 (150/250/350/450 to heroes) damage (before reductions).
Ability
Toggle
Toggle
Affects
Allies
Allies
Witch Doctor focuses his magic to heal nearby allied units.
Heal Radius: 500
Mana Cost per Second: 8/12/16/20
Heal per Second: 16/24/32/40
Zharvakko's hocus pocus is not limited only hexxing his opponents and is quite adept at curing ailments.
- Differences to default:
- Activation mana cost: 25/50/75/100 -> 8/12/16/20
- The toggling of Voodoo Restoration is not registered as a spell cast and thus does not proc any on-cast effects.
- Voodoo Restoration does not interrupt channeling spells upon toggling.
- Disabling Witch Doctor does not turn Voodoo Restoration off. However, he also cannot turn it off himself while disabled.
- Heals for 5.28/7.92/10.56/13.2 and costs 2.64/3.96/5.28/6.6 mana in 0.33 second intervals, starting 0.33 seconds after toggled on.
- The heal is provided by an aura. Its buff lingers for 0.5 seconds.
Chains all enemies in an area, causing them to take damage every 4 seconds, adding bonus damage for every 100 HP lost since the curse began.
Cast Range: 525
Radius: 150
Damage per Second: 5/10/15/20
Lost Health as Burst Damage: 16%/24%/32%/40%
Curse Duration: 12
Certain voodoo magics can make an enemy regret engaging the Witch Doctor.
- Differences to default:
- Affects enemy heroes -> Affects any enemy unit
- Checks the affected units' current health 4 times, once as the curse is applied, and then every 4 seconds for the duration.
- The burst damage is entirely based on the difference between the hero's current health and its health as the curse got applied.
- This means the bigger the difference of current health and health upon receiving the debuff gets, the more damage the bursts do.
- Vice versa, the lower the difference gets, the lower is the damage of the bursts, so getting healed during it reduces its damage.
- It also means it does not matter how affected units lose health, as it directly compares its health values, not damage values.
- Deals its own damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 12 damage instances.
- Together with the bursts, it deals a total of 15 damage instances.
- The bursts happen 0.1 seconds before each 4th damage tick, so the bursts happen after the 3rd, 7th and 11th damage tick.
- With no other sources of health loss or heals, Maledict can deal up to 78.5/178.3/302.2/453.4 damage to a unit (before reductions).
- The debuff can be placed on illusions and creep-heroes.
- Does not affect invulnerable and hidden units. Affects invisible units.
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Death Ward
Summons a deadly ward to attack enemy units. The Death Ward has attack range of 700, and attacks every .25 seconds. Level 3 Death Ward has a bouncing attack. Lasts 8 seconds.
Cast Range: 600
Max Channel Time: 10
Bounce Distance: 650
Witch Doctor performs a ritualistic dance, one that haunts the dreams of those who live to recount it.
- The Death Ward automatically attacks the closest enemy hero within its attack range.
- It is possible to manually give the ward an attack target by just right-clicking an enemy hero in range.
- Giving an attack order while having Witch Doctor and the ward selected, does not cause the channeling to be canceled.
- It is also possible to stop the ward from attacking by ordering it to stop (only works when the auto-attack option is turned off).
- However, after having bounced at least once, it can no longer miss, but can still be disjointed.
- When disjointed, it does continue to bounce and can even bounce back to the disjointing hero.
- Does not bounce on invisible units or units in the Fog of War. One projectile can never hit the same unit twice.
- With its 0.25 second attack rate, it can attack up to 40 times. With the bounces, it can deal 80/120/160 ( 160/200/240) damage instances.
- With the current attack rate and damage, it can deal up to 240/360/480 ( 360/480/600) damage per second to a single unit.
- Can deal up to 2400/3600/4800 ( 3600/4800/6000) damage to a single unit (before reductions).
- When all attacks and bounces hit, it can deal up to 4800/10800/19200 ( 14400/24000/36000) damage (before reductions).
- Death Ward's attack damage is not reduced by Damage Block.
- Provides 1200/800 range ground vision for 5 seconds at its location after the channeling stops.
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