Grimstroke is a ranged intelligence hero specializing as a nuker and offensive support. With an arsenal of punitive and disabling spells, he forces enemies to rethink their actions, or retreat from his overbearing attacks. His long cast range also allows him to harass and zone out opponents while delivering substantial damage from the back line.
Stroke of Fate is a simple, linear nuke that slows enemies in its path, setting them up for follow-up abilities. Phantom's Embrace forces targets to stop and attack the phantom, or suffer heavy damage. Enemies are discouraged from approaching or attacking allies shielded with Ink Swell, as doing so could result in extra damage and a long, area-of-effect stun. Combined, Grimstoke's abilities dish out heavy magical damage, with the potential to quickly decimate two enemy heroes chained together under his ultimate, Soulbind. The capacity to slow, stun, silence, and bind multiple targets makes Grimstroke an extremely potent figure who should never be underestimated in teamfights.
- The ink travels at a speed of 2400.
- With the travel distance and end radius, the ink takes 0.58 ( ) seconds to reach max distance and can hit units up to 1560 ( ) range away.
- The ink trail starts 120 range towards Grimstroke's left side and travels towards the targeted point.
- This means the ink's travel direction is not based on the caster's facing direction, but instead on the angle between the aforementioned points.
- Stroke of Fate first applies the damage, then the debuff.
- The increasing damage has no cap and counts any unit hit by the ink.
- Plays an initial sound and particles upon start casting, visible and audible to everyone.
- The projectile provides ground vision within its effect radius around it as it travels. This vision does not last.
- Provides 160 radius ground vision at every hit enemy's location and at the end location of the projectile, which lasts for 2 seconds.
- The travels at a speed of 750.
- The phantom is attackable (A or Left Click) as soon as it is launched, so it can be killed before it reaches its target.
- Phantoms have the highest priority for auto attack behaviors, together with beetles.
- The phantom latches onto the target when it comes within 130 range of it. Once latched, it always stays 130 range in front of the target.
- The phantom instantly dies when its target turns invisible or spell immune, including while the phantom is still traveling towards it.
- When the phantom enters a
while traveling, it freezes and continues traveling once the Chronosphere ends.
- If the phantom enters a Chronosphere while already latched on the target, it immediately starts returning to the caster as if it expired.
- The phantom returns to Grimstroke upon expiring, or when its target dies. It does not return when it gets killed.
- While attached, the phantom silences its target and deals damage to it.
- Deals 5/10/15/20 ( ) damage in 0.5-second intervals starting immediately upon reaching the target, resulting in 10 instances.
- Can deal up to 170/300/430/560 ( ) damage to each latched enemy, including the final rend damage (before reductions).
- The phantom refreshes the cooldown of the ability upon having fully returned to the caster.
- The cooldown also gets refreshed if the target dies at any time during Phantom's Embrace, even if it dies to the phantom itself.
- The phantom provides shared vision over the target while flying towards it, and while latched. The vision instantly stops once letting go of the target.
- The phantom itself has a small vision range as well, which it provides while traveling to the target and while latched.
- However, this vision is not applied while the phantom travels back to the caster.
- The phantom cannot be interacted with while it returns to the caster.
- Successive casts on the target fully stack, although all casts share one debuff.
- The damage per second is increased for each stack. All casts share the same damage interval and are summed up into one instance per interval.
- When used in combination with , only the phantom launched on the primary target can refresh the ability's cooldown.
- Has a longer cast backswing of 0.86 when cast on self, due to a different animation.
- ↓↓ Double-tapping automatically targets self.
- Ink Swell first applies the damage, then the debuff.
- The tendrils deal 5/7/9/11 ( ) damage in 0.2-second intervals, starting immediately as the buff is placed, resulting in up to 15 instances.
- They can deal up to 75/105/135/165 ( ) damage to a single unit (before reductions).
- The damage and stun upon losing the buff is based on the amount of damage instances the tendrils applied to a single enemy hero.
- This means to reach the maximum damage and stun, at least one enemy hero must be damaged throughout the whole duration of Ink Swell.
- Only counts damage dealt to real heroes, which excludes illusions and creep-heroes, but includes clones.
- The actual amount of damage dealt does not matter, only the amount of damage instances applied.
- The stun duration increases by 0.09/0.15/0.22/0.28 seconds, and the damage by 7.2/14.4/21.6/28.8 ( ) for each instance applied, reaching the maximum after 13 instances.
- When the debuff is lost prematurely, it still applies the area expire damage and stun, based on the damage instances it dealt up to that point.
- However, if the ink swelled unit dies, the area expire damage and stun will not apply.
- The expire damage and stun only apply when there is at least one enemy hero within the area.
- Recasting Ink Swell on the same target refreshes the duration, without resetting the damage instance counter.
- With healed for each instance of damage as it is dealt.
, the targeted ally also gets
- The heal is based on the damage values before any reductions or amplifications, so the amount of damage enemies actually take is irrelevant.
- The tendrils heal health for each instance of damage they deal.
- The tendrils can heal up to health for each damaged enemy over its full duration.
- The expire damage can heal the target for up to health for each enemy hit by it.
- The strong dispel at the end is applied no matter how the buff is removed.
to be unlocked.
- In Ability Draft, Dark Portrait can be unlocked by the player that drafted .
- The created illusions are visually distinguishable from the real hero for allies and enemies.
- The illusion spawns 108 range away from the target. It appears either north, east, south or west from them.
- The targeting reticule must be centered over an enemy unit.
- Only binds the primary target to heroes (excluding illusions, including clones) or creep-heroes. The primary target can be an illusion though.
- The more the chain gets stretched, the slower the affected heroes can walk away from the each other, eventually coming to a full stop. It directly affects their movement speed.
- The chain is considered fully stretched at 600 range, but can be stretched up to 700 range before it breaks.
- In order to stretch it further than 600, forced movement or teleportation must be used.
- The following abilities are not able to break the chain: , , , , , , and .
- However, and (targeting an ally) can break the chain if the target hasn't moved after being bound.
- Every other source of forced movement, including abilities like and , can break the leash.
- Leashes the target and the ally it is bound to, preventing them from casting certain mobility spells.
- Does not leash the target if it is not bound to an ally.
- If the enemies manage to break the link, the debuff stays active on the primary target still, and immediately links the next enemy hero within the latch radius to them.
- While linked, every single-target ability cast on one of the hero is also cast on the linked hero, following the same rules as Spell Reflection, with some exceptions.
- The following abilities do not work exactly so: , , , , , (requires a 3rd target to work), , , , , and .
- The ability cast on the linked hero is sourced to the original caster, so that their stats and items are applied to the ability as well.
- If the primary target of the single-target ability has Spell Block, it still gets cast on the secondary target.
- The following abilities and items will pierce the spell immunity of a linked hero when cast via Soulbind, despite normally not being able to do so: , , , , , , , , , , , , , , and .
- Abilities that do not pierce spell immunity when cast this way will still be cast on the linked spell immune targets, but will have no effect on them.
- Relevant exceptions (abilities with potential to hit more than one target) are:
- , , don't cast on the linked target if it is spell immune.
- Relevant exceptions (abilities with potential to hit more than one target) are:
- Provides shared vision over both targets, revealing their silhouette when invisible, and seeing what they see.
- A hero may be affected by only one bond at a time. Recasting Soulbind on the same target, or on the secondary target refreshes the duration on both of them.
- Casting Soulbind on a third target within range of the already linked two does not link the third hero to any of the other two, until their link expires.
- For a list of unique interactions with other abilities, see Grimstroke's guide page.
|+3 Hits to Kill||20||+800Cast Range|
|+16%Movement Speed||15||+15% Spell Amplification|
- Reduced movement speed bonus from 12%/14%/16%/18% to 10%/12%/14%/16%.
- Rescaled stun duration from 1/1.9/2.8/3.7 to 1.1/1.9/2.7/3.5.
- Level 15 left talent: +20% movement speed reduced to +16%.
- Reduced damage bonus from 50% to 40%.
- Reduced damage as heal from 50% to 40%.
- Level 10 left talent: -6s cooldown reduced to -5s.
- Increased damage per second from 6/14/22/30 to 10/20/30/40.
- Increased latch radius from 550 to 600.
- Old: Grants the ability.
- New: Causes strong dispel on the target upon expiring. to deal 50% more damage, heal the target for 50% of the damage it deals, and to apply a
- Level 10 left talent: -4s cooldown increased to -6s.
- Level 10 right talent changed: +100 cast range ➜ +50 damage per second.
- helps Grimstroke stay in lane.
- keeps Grimstroke alive in the early game.
- helps Grimstroke use his nukes more often.
- regenerates mana throughout the game to fuel Stroke of Fate.
- gives attributes for little cost, and can either be combined with for more health regeneration or built into a .
- increase movement speed to get Grimstroke in position.
- restores health and mana for a low price.
- makes up for Grimstroke's high mana usage. It can also be dissembled into .
- gives attributes, as well as more health and mana restoration.
- allows Grimstroke to escape bad situations, and sneak up on enemies for a stun with Ink Swell (cast either on himself or his ally). Since Grimstroke is commonly played as a support, the item is highly cost-effective for him.
- increases Grimstroke's already long cast ranges, and gives him extra mana regeneration. The cast range bonus is significant for Grimstroke as winning teamfights rely on casting all spell combos successfully. The range keeps him safely in the backlines.
- rooting them for a stun with Ink Swell. It also can be combined with Soulbind to root two enemies. works well with Grimstroke's slows,
- hex two enemies at once when used with Soulbind. It also prevents opponents from killing the phantom, thus forcing them to take full damage. can
- is the alternative boots choice, which allows Grimstroke to roam and gank more effectively. This item synergizes well with self-cast Ink Swell.
- is an offensive item for actively ganking Grimstroke. It also can be upgraded to if the hero's team needs the means for decreasing enemies' heals.
- helps Grimstroke land stuns by standing next to the cyclone after Ink Swell ends. It also gives him mana regeneration and movement speed.
- is generally a defensive means which allows Grimstroke not to be burst down with regular attacks while initiating with his spells.
- helps Grimstroke's chase down enemies after they have been slowed. It also serves as a good escape for him in a pinch.
- helps Grimstroke initiate with Ink Swell and/or Soulbind.
- is a good offensive item if Grimstroke's team mainly relies on spell damage.
- boosts Grimstroke's spell damage and helps him with mana management.
- adds burst magical damage and can be cast on two targets at once when combined with Soulbind.
- helps Grimstroke survive with strong dispel and damage reduction so that he can keep using abilities in fights.
- disarm can simultaneously hinder two enemies trying to get rid of the Phantom's Embrace effect. increases Grimstroke's survivability. The undispellable
- phantom. works with Soulbind to amplify magical damage dealt to two enemies at once as well as to disarm them so that they cannot attack the
|Roles:||Support Nuker Disabler Escape|
|Playstyle:||The peoples of Ashkavor gave their lives for the newly Ascended, one unlike any Ascended before him. Grimstroke's lust for power had tainted the sacred ritual, and the corrupted ink consumed him—along with his kin. The defiled remnant of his former beloved remains at his side, agonizing those caught in this Phantom's Embrace. Shrouded by a shadowy Ink Swell, Grimstroke retaliates with lashing black tendrils, while a Stroke of Fate forms under his brush, darkening the land. Drawing on Ashkavorian rituals of protection, Grimstroke twists the ancient arts to Soulbind foes together, so that the sufferings of one will be felt equally by the other.|
- Grimstroke's abilities have different names in the game files:
- : Dark Artistry
- : Ink Creature
- : Spirit Walk
- : Soul Chain
- The line ▶️ "More art than science." is a reference to the cartoon Rick and Morty.
- The line ▶️ "At least you died with a smile on your face." is a reference to album of the label "Bella Union".
- The line ▶️ "Welcome to the real void." perhaps a reference to the film "Matrix" - "Welcome to the real world".
- ▶️ "Another self-styled king meets his end." perhaps a reference to the Lich-King in fantasy world "Warcraft". after killing he says
- The line ▶️ "Brush beats scythe." is a reference to game "Rock, paper, scissors".