Shadow Fiend

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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
Health regen 0.25 2.15 5.93 9.83 11.38
Mana 75 291 651 1059 1215
Mana regen 0.3 1.2 2.74 4.44 5.09
Armor 1 4.33 12.5 20.33 23.58
Att/sec 0.63 0.75 1.06 1.35 1.47
Damage 19‒25 39‒45 88‒94 135‒141 154‒160
Magic resistance 25%
▶️ Movement speed 305
▶️ Attack speed 100
Turn rate 0.9
Vision range 1800/800
Attack range 500
Projectile speed 1200
Attack animation 0.5+0.54
Base attack time 1.6
Damage block 0
Collision size 24
Legs
Gib type Ethereal

Nevermore, the Shadow Fiend, is a ranged agility hero possessing abilities that inflict superb burst damage from varying distances. Whether near or far, Shadow Fiend is able to release incredible offensive power, both physical and magical. Shadow Fiend's true power comes from the souls he takes, making him more dangerous every time he kills. With enough souls, he can release all of the captured souls in a devastating burst, dealing more damage to enemies that are closer to him. Shadow Fiend is a carry who is powerful at all stages of the game, a trait most carries don't share. He can harass and conquer the early game, gank unsuspecting heroes during the mid-stages of the game, and has huge right-click potential in the late game thanks to his passives, although his active abilities scale off by the end-game.

Bio[edit]

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.

Abilities[edit]

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 Shadow Raze damage per stack.
Cast Animation: 0.55+0
Distance: 200
Radius: 250
Base Damage: 90/160/230/300 (Talent 210/280/350/420)
Damage Increase per Stack: 50/60/70/80
Stack Duration: 8
Cooldown: 10 (Talent 7)
Mana: 75/80/85/90
Does not pierce spell immunity. Debuff persists if placed before spell immunity and when not dispelled.
Modifiers
Debuff modifier_nevermore_shadowraze_debuff: Dispellable with any dispel.
Debuff modifier_nevermore_shadowraze_counter: Dispellable with any dispel.
Nevermore's trademark for harvesting souls.

Notes:

  • Leveling one of the Shadowraze abilities levels the others (Medium and Far) 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 three razes consecutively can deal up to 420/660/900/1140 (Talent 780/1020/1260/1500) damage to a single unit (before reductions).
  • A 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 Shadow Raze damage per stack.
Cast Animation: 0.55+0
Distance: 450
Radius: 250
Base Damage: 90/160/230/300 (Talent 210/280/350/420)
Damage Increase per Stack: 50/60/70/80
Stack Duration: 8
Cooldown: 10 (Talent 7)
Mana: 75/80/85/90
Does not pierce spell immunity. Debuff persists if placed before spell immunity and when not dispelled.
Modifiers
Debuff modifier_nevermore_shadowraze_debuff: Dispellable with any dispel.
Debuff modifier_nevermore_shadowraze_counter: Dispellable with any dispel.
Nevermore's trademark for harvesting souls.

Notes:

  • Leveling one of the Shadowraze abilities levels the others (Near and Far) as well.
  • In Ability Draft, Shadowraze (Medium) is a stand-alone ability that comes with 3 charges, and does not come with the other Shadowraze abilities.
  • 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 Shadow Raze damage per stack.
Cast Animation: 0.55+0
Distance: 700
Radius: 250
Base Damage: 90/160/230/300 (Talent 210/280/350/420)
Damage Increase per Stack: 50/60/70/80
Stack Duration: 8
Cooldown: 10 (Talent 7)
Mana: 75/80/85/90
Does not pierce spell immunity. Debuff persists if placed before spell immunity and when not dispelled.
Modifiers
Debuff modifier_nevermore_shadowraze_debuff: Dispellable with any dispel.
Debuff modifier_nevermore_shadowraze_counter: Dispellable with any dispel.
Nevermore's trademark for harvesting souls.

Notes:

  • Leveling one of the Shadowraze abilities levels the others (Near and Medium) 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.


Necromastery
Partially usable by illusions. Disabled by Break. Pierces spell immunity. DN
Necromastery icon.png
Ability
Passive
Affects
Self
Shadow Fiend steals the soul from units he kills, gaining bonus damage. On death, he releases half of them from bondage.
Max Souls: 11/14/17/20 (With Aghanim's Scepter 25)
Soul Gain Kill: 1
Attack Damage Bonus per Soul: 1/2/3/4 (Talent 4/5/6/7)
Soul Loss on Death: 40%
Aghanim's Scepter upgrade: Increases Necromastery Max Souls.
Disabled by Break. Prevents gaining new stacks. Already existing stacks still provide their bonuses.
Partially usable by illusions. Illusions start with 0 souls. Illusions can gather souls for themselves, but cannot make use of the raw bonus damage.
Modifiers
Buff modifier_nevermore_necromastery: Undispellable. Persists death.
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 while reincarnating.
  • 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.
  • Can grant a total of 11/28/51/80 (Talent 44/70/102/140) attack damage with maximum amount of souls..
  • With Aghanim's Scepter icon.png Aghanim's Scepter, grants a total of 25/50/75/100 (Talent 100/125/150/175) attack damage with maximum amount of souls.
    • The extra souls from Aghanim's Scepter affect the number of lines created by Requiem of Souls.
    • When dropping 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 holding Aghanim's Scepter in this case.
    • However, the attack damage bonus adapts immediately and does not account the extra souls when not having the item equipped.


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
With Aghanim's Shard Magic Resistance Reduction: 14%
Aghanim's Shard upgrade: Presence of the Dark Lord also reduces enemies' magic resistance by 14%.
Modifiers
Buff modifier_nevermore_presence_aura: Undispellable. Persists death.
Debuff modifier_nevermore_presence: Dispellable with death only.
Even being near Nevermore eats away at one's soul.

Notes:

  • The armor and magic resistance reduction is provided by an aura. Its debuff lingers for 0.5 seconds.
  • Does not affect enemies 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. Lines of energy are created for every 1 souls 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: 25%
Debuff Duration per Line: 0.8
Max Debuff Duration: 2.4
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 84/77/70)
Mana: 150/175/200
Aghanim's Scepter upgrade: Increases Necromastery Max Souls and 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. The passive cast upon death is not disabled by Break.
Modifiers
Buff modifier_nevermore_requiem_invis_break: Dispellable with death only.
Buff modifier_nevermore_requiem_thinker: Undispellable. Persists death.
Debuff modifier_nevermore_requiem_fear: Dispellable with any dispel.
Debuff modifier_nevermore_requiem_slow: Dispellable with any dispel.
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.
    • In Ability Draft, Necromastery must be drafted as well for Requiem of Souls to work.
  • 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 east and the others adapt accordingly.
    • The damaging lines travel at a speed of 700, taking 1.43 seconds to reach the max distance.
    • Damaging lines can hit units up to 1350 range away (travel distance + end width).
    • 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 per each line hit, but is capped at 2.4 seconds.
  • Requiem of Souls 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), with max souls if all lines hit.
  • The lines first apply the damage, then the debuff.
  • Upon death, Requiem of Souls is cast automatically and instantly, regardless of mana and cooldown.
    • Shadow Fiend first loses 40% of his souls before this happens. So this passive requiem can only have 4/5/6/8/10 lines at max.
    • This on-death Requiem of Souls does not apply fear, but does apply the movement speed slow.
    • Reincarnation does not trigger on-death Requiem of Souls this way.
    • Also, Aghanim's Scepter does not upgrade the on-death Requiem of Souls.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, after the lines reach their max distance, each line starts moving back to Shadow Fiend.
    • Despite the visual effects, the lines do not "respawn" around Shadow Fiend. They start moving back exactly where they stopped.
    • The lines return to Shadow Fiend's current location, not to the location he originally cast the spell from.
    • The lines do not follow if Shadow Fiend moves. Once they started to return, their path cannot be further altered.
    • The max travel distance applies to the lines also upon returning, meaning they travel a total distance of 2000.
    • The width of the lines is reversed upon returning: They start with maximum width and get 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 (before reductions), 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.
    • Only and will always heal for 32/48/64 per hero hit regardless of how much damage is actually dealt to heroes, including illusions.


Talents[edit]

Hero Talents
30% Cooldown Reduction25-4 Presence Aura Armor
+120 Shadowraze Damage20+3 Damage Per Soul
+25 Movement Speed15 Presence Aura Affects Building
+20 Attack Speed10+6% Spell Amplification
Notes:

Recent Changes[edit]

Version
Description
  • Reduced Shadowraze mana cost from 90 on each level to 75/80/85/90.
  • Added Aghanim's Shard icon.png Aghanim's Shard upgrade for Shadow Fiend minimap icon.png Shadow Fiend:
    • Necromastery now grants 0.75% spell damage amplification per soul.
  • Talents:
Level 10 left talent: +15 attack speed increased to +20.
  • Increased base attack damage from 15-21 to 19-25.
  • Necromastery
    • Reduced number of souls for hero kills from 12 to 1.
    • Reduced max souls from 12/20/28/36 to 11/14/17/20.
    • Rescaled attack damage per soul from 2 on each level to 1/2/3/4.
  • Reduced Requiem of Souls required souls per line from 2 to 1.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Reduced Necromastery max souls from 22/30/38/46 to 25 on each level.
  • Talents:
Level 20 right talent: +2 Necromastery attack damage per soul increased to +3.

Recommended Items[edit]

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[edit]

Roles: Carry Carry Nuker Nuker
Complexity: ★★☆
Playstyle: Some heroes collect trophies, others collect hats. The one known as Nevermore prefers souls. Maintaining perfect Necromastery over his collection, the Shadow Fiend grows in power with every soul claimed. Armor fails in the Presence of the Dark Lord, leaving foes no choice but to scramble before he Shadowrazes them to oblivion. It is a poor idea to surround Nevermore. The Shadow Fiend pauses to charge his demonic energies, then, with a flourish of his lightless wings, releases his collection in all directions to obliterate enemies in a howling Requiem of Souls.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • 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[edit]