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Shadow Fiend
Shadow Fiend icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
19 + 2.7
20 + 3.5
18 + 2.2
Level 0 1 15 25 30
Health 200 580 1320 2100 2420
+0.25 +2.15 +5.93 +9.83 +11.38
Mana 75 291 651 1059 1215
+0.3 +1.2 +2.74 +4.44 +5.09
Armor 1 4.33 12.5 20.33 23.58
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 19‒25 39‒45 88‒94 135‒141 154‒160
Attack Rate 0.63/s 0.75/s 1.06/s 1.35/s 1.47/s
Attack Range Ranged 500 (800)
Attack Speed ▶️ 100 (1.6s BAT)
Attack Animation 0.5+0.54
Projectile Speed 1200
Movement Speed ▶️ 305
Turn Rate Takes 0.116s to turn 180°. 0.9
Collision Size 24
Vision Range (G) 1800 • 800
Legs 0
Gib Type Ethereal
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Requiem of Souls
Necromastery
Unleashes the souls of fallen enemies for damage.
Capturing Souls from every kill he makes, Shadow Fiend is always gathering his power. Armor fails within the Presence of the Dark Lord, leaving foes no choice but to scramble. Every assault, each carefully aimed Shadowrazes kills an enemy, brings him closer to his acme of potency. The Shadow Fiend pauses to charge his demonic energies, then, with a flourish of his lightless wings, unleashes his gathered souls in all directions to obliterate enemies in a howling Requiem of Souls.
Shadowraze (Near)
Shadowraze (Medium)
Shadowraze (Far)
Necromastery
Necromastery
Presence of the Dark Lord
Requiem of Souls
Requiem of Souls
Roles: Carry Carry Nuker Nuker
Complexity: ★★☆


Bio[]

Shadow Fiend minimap icon.pngNevermore, the Shadow Fiend
▶️ "So, you're curious where I come from? There's one easy way to find out for yourself."
It is said that Nevermore the Shadow Fiend has the soul of a poet, and in fact he has thousands of them. Over the ages he has claimed the souls of poets, priests, emperors, beggars, slaves, philosophers, criminals and (naturally) heroes; no sort of soul escapes him. What he does with them is unknown. No one has ever peered into the Abysm whence Nevermore reaches out like an eel from among astral rocks. Does he devour them one after another? Does he mount them along the halls of an eldritch temple, or pickle the souls in necromantic brine? Is he merely a puppet, pushed through the dimensional rift by a demonic puppeteer? Such is his evil, so intense his aura of darkness, that no rational mind may penetrate it. Of course, if you really want to know where the stolen souls go, there's one sure way to find out: Add your soul to his collection. Or just wait for Nevermore.
Alias:
SF

Abilities[]

Shadowraze (Near)
Shadowraze (Near) icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the ground directly in front of him, dealing damage to enemy units in the area. Adds a stacking damage amplifier on the target that causes the enemy to take bonus Shadowraze damage per stack.
Cast Animation: 0.55+0
Distance: 200
Radius: 250
Base Damage: 90/160/230/300 (Talent 190/260/330/400)
Damage Increase per Stack: 50/60/70/80 (Talent 75/85/95/105)
Stack Duration: 8
Cooldown: 10
Mana: 75/80/85/90
Does not pierce spell immunity.
Debuff persists if placed before spell immunity and when not dispelled.
Buff/Debuff
Modifiers [?]
modifier_nevermore_shadowraze_debuff
modifier_nevermore_shadowraze_counter
Ability Draft Notes
Ability Draft Notes:
This ability is not available in Ability Draft.
Leveling up this ability levels another ability at the same time.
Both Shadowraze (Near) and Shadowraze (Medium) are linked abilities.
Nevermore's trademark for harvesting souls.

Notes:

  • Leveling one of any three Shadowraze abilities 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.
  • Places one hidden debuff on the enemy. This debuff counts how many Shadowrazes hit the target within its duration.
    • Shadowraze first sets its damage based on current stacks, then applies the debuff or increases the stack count, and then deals the damage.
    • This means the stack added by the raze does not affect the ability's damage.
    • A number on the icon shows how many times the debuff was refreshed, including the first cast.
    • The debuff has no stack limit and can be increased infinitely.
  • Hitting all 3 razes consecutively can deal up to 420/660/900/1140 damage to a single unit (before reductions).
    • With the base damage increasing Talent talent, it can deal up to 720/960/1200/1440 damage.
    • With the stack damage increasing Talent talent, it can deal up to 495/735/975/1215 damage.
    • With both Talent talents, it can deal up to 795/1035/1275/1515 damage.
  • The hidden debuff is placed on heroes is used to count successive Shadowraze hits. It lasts for 3 seconds.
    • Although only the Demon Eater cosmetic item makes use of it, the counter is always placed.


Shadowraze (Medium)
Shadowraze (Medium) icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the ground a short distance away from him, dealing damage to enemy units in the area. Adds a stacking damage amplifier on the target that causes the enemy to take bonus Shadowraze damage per stack.
Cast Animation: 0.55+0
Distance: 450
Radius: 250
Base Damage: 90/160/230/300 (Talent 190/260/330/400)
Damage Increase per Stack: 50/60/70/80 (Talent 75/85/95/105)
Stack Duration: 8
Cooldown: 10
Mana: 75/80/85/90
Does not pierce spell immunity.
Debuff persists if placed before spell immunity and when not dispelled.
Buff/Debuff
Modifiers [?]
modifier_nevermore_shadowraze_debuff
modifier_nevermore_shadowraze_counter
Ability Draft Notes
Ability Draft Notes:
Shadowraze (Medium) is a stand-alone ability that comes with 3 charges.
Leveling up this ability levels another ability at the same time.
Both Shadowraze (Medium) and Shadowraze (Far) are linked abilities.
Nevermore's trademark for harvesting souls.

Notes:

  • 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.


Shadowraze (Far)
Shadowraze (Far) icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the ground a longer distance away from him, dealing damage to enemy units in the area. Adds a stacking damage amplifier on the target that causes the enemy to take bonus Shadowraze damage per stack.
Cast Animation: 0.55+0
Distance: 700
Radius: 250
Base Damage: 90/160/230/300 (Talent 190/260/330/400)
Damage Increase per Stack: 50/60/70/80 (Talent 75/85/95/105)
Stack Duration: 8
Cooldown: 10
Mana: 75/80/85/90
Does not pierce spell immunity.
Debuff persists if placed before spell immunity and when not dispelled.
Buff/Debuff
Modifiers [?]
modifier_nevermore_shadowraze_debuff
modifier_nevermore_shadowraze_counter
Ability Draft Notes
Ability Draft Notes:
This ability is not available in Ability Draft.
Leveling up this ability levels another ability at the same time.
Both Shadowraze (Far) and Shadowraze (Near) are linked abilities.
Nevermore's trademark for harvesting souls.

Notes:

  • 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.


Necromastery
Does not proc any on-cast effects when cast. Partially usable by illusions. Can be disjointed. Disabled by Break. Not blocked by Linken's Sphere. Pierces spell immunity. DN
Necromastery icon.png
Affects
Self
(Upgradable by Aghanim's Shard. Enemies)
Shadow Fiend steals the soul from units he kills, gaining bonus damage. On death, he releases half of them from bondage.
Max Stacks: 11/14/17/20 (With Aghanim's Scepter 25)
Stack per Kill: 1 (With Aghanim's Shard 2)
Attack Damage Bonus per Stack: 1/2/3/4 (Talent 4/5/6/7)
Stacks Lost on Death: 40%
With Aghanim's Shard Cast Range: 500
With Aghanim's Shard Stacks Consumed per Cast: 1
With Aghanim's Shard Critical Damage: 190%
With Aghanim's Shard Fear Duration: 0.5
Cooldown: With Aghanim's Shard 3
Mana: With Aghanim's Shard 0
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Increases max souls.
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Shadow Fiend gains an extra soul per kill. Shadow Fiend can consume a soul per attack to deal critical damage and fear the target. CD: 3.
Disabled by Break.
Break Notes:
Disables from gaining new stacks.
Existing stacks still provide attack damage bonus.
Upgradable by Aghanim's Shard.
Does not disable the active component.
Partially usable by illusions.
Illusion Notes:
Stack count starts from 0 upon illusion creation, and can gather stacks.
Does not benefit from the flat attack damage bonus.
Buff/Debuff
Modifiers [?]
modifier_nevermore_necromastery
Undispellable
Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection.

Notes:

  • If Shadow Fiend has an odd number of souls upon death, the number of lost souls is rounded down.
    • This means that he never can lose all his souls. He still keeps 1 soul, even when dying while only having 1 soul.
    • No souls are lost with Reincarnation sources.
  • Despite the visual effects, Shadow Fiend instantly gains the soul and thus the damage of killed units.
  • The more souls Shadow Fiend has, the more red particles fly around his chest area.
  • Grants a total of 11/28/51/80 (Talent 44/70/102/140) regular flat bonus attack damage with maximum amount of souls.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, Necromastery grants a total of 25/50/75/100 (Talent 100/125/150/175) attack damage with maximum amount of souls.
    • These extra souls affect the number of lines created by Requiem of Souls.
    • When losing Aghanim's Scepter, Shadow Fiend keeps his souls even when having more than the default allowed amount.
    • Requiem of Souls still releases more lines even when not having Aghanim's Scepter in this case.
    • However, the bonus attack damage adapts immediately and does not account for the extra souls when losing Aghanim's Scepter.
  • The cast range is based on the attack range of the caster.
    • The cast range can be further increased by other attack range bonuses. However, it is not affected by cast range bonuses.
    • Both Autocast and manually casting it uses Shadow Fiend's current attack range.
    • Consumes a soul and goes on cooldown upon projectile launch, so missing the attack wastes the soul and cooldown.
    • Casting Necromastery ensures a critical strike, crits with a lower value have no effect if they proc, since the higher crit value takes priority.
  • Replaces the projectile particle of Shadow Fiend with a thicker red projectile indicating that it uses up a soul.
    • Casting ability without souls does nothing and does not put ability into cooldown.


Presence of the Dark Lord
Can be used by illusions. Disabled by Break. Pierces spell immunity. FP
Presence of the Dark Lord icon.png
Ability
Aura
Affects
Enemies
Shadow Fiend's presence reduces the armor of nearby enemies.
Radius: 1200
Armor Reduction: 4/5/6/7 (Talent 8/9/10/11)
Aura Linger Duration: 0.5
Can be used by illusions.
Illusion Notes:
Bestows the aura.
Buff/Debuff
Modifiers [?]
modifier_nevermore_presence_aura
Undispellable
modifier_nevermore_presence
Death
Even being near Nevermore eats away at one's soul.

Notes:

  • The armor reduction is provided by an aura. Its debuff lingers for 0.5 seconds.
  • Does not affect enemies and Talent buildings which have no vision over Shadow Fiend.


Requiem of Souls
Requiem of Souls icon.png
Ability
No Target
Affects
Enemies
(Upgradable by Aghanim's Scepter. Self)
Damage
Magical
Shadow Fiend gathers his captured souls to release them as lines of demonic energy. Units near Shadow Fiend when the souls are released can be damaged by several lines of energy. Any unit damaged by Requiem of Souls will be feared and have its movement speed reduced for 0.8 seconds for each line hit up to a maximum of 2.4. Lines of energy are created for every soul captured through Necromastery.

Requiem of Souls is automatically cast whenever Shadow Fiend dies, regardless of its cooldown.
Cast Animation: 1.67+0.77
Damage Lines Travel Distance: 1000
Damage Lines Starting Width: 125
Damage Lines End Width: 350
Necromastery Souls Required per Line: 1
Damage per Line on Release: 80/120/160
Move Speed Slow: 20%/25%/30%
Magic Resistance Reduction: 5%/10%/15%
Debuff Duration per Line: 0.8 (Talent 1.2)
Max Debuff Duration: 2.4 (Talent 3.6)
With Aghanim's Scepter Damage per Line on Return: 32/48/64
With Aghanim's Scepter Heal per Hit Hero on Return: 32/48/64
Cooldown: 120/110/100 (Talent 70/60/50)
Mana: 150/175/200
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Causes Requiem of Souls to return back to Shadow Fiend. The wave back to Shadow Fiend deals less damage, but heals Shadow Fiend for all the damage it dealt.
Not disabled by Break.
Break Notes:
Does not disable the passive cast on death.
Buff/Debuff
Modifiers [?]
modifier_nevermore_requiem_invis_break
Death
modifier_nevermore_requiem_thinker
Undispellable
modifier_nevermore_requiem_fear
modifier_nevermore_requiem_slow
Ability Draft Notes
Ability Draft Notes:
Necromastery must be drafted as well for Requiem of Souls to work.
The captured souls of those past slain are released to ravage their former allies.

Notes:

  • Shadow Fiend becomes phased while casting this ability.
  • The damage is entirely based on the amount of souls gathered with Necromastery.
  • The damaging lines have the following mechanics:
    • The area of every single damaging line is shaped like a cone.
    • The distance between the damaging lines is always even. One line is always released towards the east and the others adapt accordingly.
    • Creates a line on every 32.7°th/25.7°th/21.2°th/18°th (Upgradable by Aghanim's Scepter. 14.4°th) with the maximum number of souls on each level of Necromastery.
    • The damaging lines travel at a speed of 700, taking 1.43 seconds to reach the max distance.
    • With the travel distance and end width, the damaging lines can hit units up to 1350 range away.
    • Each damaging line cannot hit the same unit more than once per cast upon expanding and returning respectively.
  • Fears and reduces the movement speed of all enemy units hit by the damaging lines of Requiem of Souls.
    • The duration increases by 0.8 (Talent 1.2) per each line hit, but is capped at 2.4 (Talent 3.6) seconds.
    • Requiem of Souls' fear makes affected enemies run away from the caster, rather than make them run towards their team's fountain.
  • The expanding lines can deal up to 1600/2400/3200 damage to a single unit (before reductions), if all lines hit.
  • The lines first apply the damage, then the movement speed slow and magic resistance reduction debuff.
  • Upon death, Requiem of Souls is passively cast automatically and instantly, regardless of mana and cooldown.
    • Shadow Fiend first loses 40% of his Necromastery souls before this happens, so this passive cast can only have a maximum of 6/8/10/12 (Upgradable by Aghanim's Scepter. 15) lines.
    • Requiem of Souls cast passively is not upgraded by Aghanim's Scepter, does not apply fear, but does apply the movement speed slow.
    • It also does not trigger with Reincarnation sources.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, after the lines expand to their maximum distance, they return back to Shadow Fiend.
    • Despite the visual effects, the lines do not "respawn" around Shadow Fiend. They start returning back exactly where they stopped.
    • The lines return at the same speed to Shadow Fiend's current location, not to the location Requiem of Souls was originally cast from.
    • The lines do not follow if Shadow Fiend moves. Once the lines start returning, their path cannot be further altered.
    • The maximum travel distance also applies to the lines also upon returning, meaning they travel a total distance of 2000, taking 2.86 seconds.
    • The width of the lines is reversed upon returning—starting with the maximum width and getting thinner towards the end.
    • The returning lines deal 40% damage. They hit all units regularly like the expanding lines and also apply the movement speed slow and fear debuff.
  • The returning lines can deal up to 800/1200/1600 damage to a single unit, if all lines hit.
    • Together with the expanding lines, it can deal up to 2800/4200/5600 damage to a single unit (before reductions).
  • The heal is based on the damage dealt by the returning lines, not by the initial expanding lines.
    • The heal is applied as soon as the lines stop moving.
    • Always heals for 32/48/64 health per hero hit, regardless of how much damage the lines actually dealt.
    • Only heals from damage dealt to heroes, including illusions.


Talents[]

Hero Talents
-50s Requiem of Souls Cooldown25-4 Presence Aura Armor
+0.4s Requiem Fear per line.20+3 Damage Per Soul
+100 Shadowraze Damage15 Presence Aura Affects Building
+25 Attack Speed10+25 Shadowraze Stack Damage

Recent Changes[]

Version
Description
Level 10 right talent changed: +8% spell damage amplification ➜ +25 Shadowraze stack damage.
Level 15 left talent: +80 Shadowraze base damage increased to +100.
Level 20 left talent: +0.3s/+0.9s Requiem of Souls debuff duration per line/max debuff duration increased to +0.4s/+1.2s.
Level 25 left talent: -40s Requiem of Souls cooldown increased to -50s.
Can be cast on an enemy to attack them with a critical strike, consuming a soul in the process.
Critical damage: 170%
Cooldown: 3
Notes: Active attack modifier, uses the attack range as cast range. Pierces spell immunity. Cannot be cast when having no souls left.
Level 10 left talent: +20 attack speed increased to +25.
Level 10 right talent: +6% spell damage amplification increased to +8%.
Level 15 left talent changed: +25 movement speed ➜ +80 Shadowraze base damage.
Level 20 left talent changed: +120 Shadowraze base damage ➜ +0.3s/+0.9s Requiem of Souls debuff duration per line/max debuff duration.
Level 25 left talent changed: 30% cooldown reduction ➜ -40s Requiem of Souls cooldown.

Recommended Items[]

Starting items:

  • Tango icon.png Tango provide the necessary health regeneration to help you staying in lane.
  • Healing Salve icon.png Healing Salve can save Shadow Fiend when activated at the last moment.
  • Slippers of Agility icon.png Slippers of Agility compensate for your low starting damage by allowing you to last hit easier in the laning phase. The more last hits you get, the stronger you become, so this is important.
  • Clarity icon.png Clarity lets Shadow Fiend use Shadowraze more often in lane, helping him build up his Necromastery.

Early game:

  • Magic Stick icon.png Magic Stick will help supplement mana for casting Shadowraze.
  • Bottle (Full) icon.png Bottle is crucial for surviving in lane, and capturing runes.
  • Infused Raindrops icon.png Infused Raindrops will provide you with the mana regen to sustain Shadowrazes throughout the jungle, as well as provide a little bit of tankiness with the magic damage absorption.

Mid game:

  • Magic Wand icon.png Magic Wand will save inventory space and provide a small attribute bonus.
  • Power Treads icon.png Power Treads increase your damage output with attack speed and agility, as well as survivability and sustainability when switched to strength or intelligence.
  • Shadow Blade icon.png Shadow Blade provides Shadow Fiend with an escape mechanism, and helps him position for Requiem of Souls. The invisibility fade time means you won't be visible until you're close to actually casting Requiem of Souls. Using this item and getting directly on top of an enemy and unleashing your ultimate will usually lead to a one-hit kill.
  • Dragon Lance icon.png Dragon Lance gives additional attack range and attributes.

Late game:

  • Black King Bar icon.png Black King Bar provides good health and damage, but more importantly, can be used to ensure Requiem of Souls is not interrupted.
  • Hurricane Pike icon.png Hurricane Pike is a natural upgrade from Dragon Lance icon.png Dragon Lance that can push enemies away while providing infinite range for up to 4 attacks.
  • Butterfly icon.png Butterfly increases your DPS and makes you much more survivable against enemy carries who are reliant on their physical attacks.

Situational items:

  • Blink Dagger icon.png Blink Dagger gives Shadow Fiend some much needed mobility, and can be used to jump into fights with Requiem of Souls.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity can be used to cyclone an enemy, giving Shadow Fiend the time to charge Requiem of Souls and hit the enemy upon landing. It is also a great counter to heroes that rely on Blink Dagger icon.png Blink Dagger to get away since enemy heroes will take 50 damage upon landing.
  • Eye of Skadi icon.png Eye of Skadi grants a massive attribute bonus. In addition, its attack modifier's slow pierces spell immunity, ensuring enemies cannot kite you too easily.
  • Assault Cuirass icon.png Assault Cuirass increases your team's DPS and survivability while reducing the other team's DPS and survivability. The armor reduction aura also stacks with Presence of the Dark Lord.
  • Daedalus icon.png Daedalus increases damage output and scales well into the late game.
  • Satanic icon.png Satanic allows Shadow Fiend to quickly regain health by lifestealing during late game teamfights.
  • Desolator icon.png Desolator, in combination with a maximized Presence of the Dark Lord, reduces an attacked enemy's armor by 14, increasing the physical damage it takes even further.
  • Silver Edge icon.png Silver Edge is a natural upgrade from Shadow Blade icon.png Shadow Blade, and provides break to disable passive abilities.
  • Diffusal Blade 1 icon.png Diffusal Blade improves Shadow Fiend's physical attacks, providing a boost to agility as well as allowing his attacks to burn mana. The active grants Shadow Fiend a light disable, something his own skills are lacking.
  • Monkey King Bar icon.png Monkey King Bar increases attack damage, and counters enemies with evasion with magical damage procs.
  • Boots of Travel 1 icon.png Boots of Travel is commonly picked up during the late game to push lanes and move around the map more efficiently.
  • Aghanim's Scepter icon.png Aghanim's Scepter greatly increases the damage from Requiem of Souls, and raises Necromastery's maximum soul count.
  • Manta Style icon.png Manta Style is good for disjointing and confusing enemies, giving Shadow Fiend a little extra time to deal damage. It is also excellent for attacking towers and buildings.
  • Scythe of Vyse icon.png Scythe of Vyse is a good combination with Blink Dagger, granting a good disable, allowing Shadow Fiend to find kills more easily without Requiem of Souls, by easily getting off triple Shadowraze hits.
  • Ethereal Blade icon.png Ethereal Blade is a good situational item, if you are going magical build, providing a big nuke due to Shadow Fiend's high agility, and giving a 40% increased magical damage, and a slow, which eases hits on Shadowrazes.

Gameplay[]

Audio[]

History[]

Equipment[]

Trivia[]

  • Shadow Fiend's alternate/fun name in DotA was "YaphetS", a tribute to a professional DotA player who skillfully used Nevermore.
  • The name "Nevermore" likely refers to the poem The Raven by Edgar Allen Poe. This is also referenced in his bio.
  • The voice response ▶️ "Never say Nevermore..." is in reference to the James Bond movie "Never say never again".
  • Apart for popular demand by fans, Shadow Fiend's model rework may have also been done to adhere to certain countries' censorship laws, namely the Chinese client.

Gallery[]

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