Skitskurr, the Weaver, is a ranged agility hero, renowned for being one of the hardest heroes in the game to properly lock down and kill, despite his extreme fragility. This is mainly due to his low-cooldown Shukuchi ability, which provides him both max movement speed and invisibility when used, making him highly effective at chasing enemies as well as escaping from battle. Additionally, his ultimate, Time Lapse, is another survival tool, allowing Weaver to regain the position and health points he had precisely 5 seconds prior to activation. His exceptional ability to maneuver around the battle, seeking the most fragile enemy heroes, is bolstered by his last two abilities. The Swarm is a wave of insects projected in front of Weaver that latch onto any visible enemy they come across. Until they are killed off, they will gradually inflict damage over time, reduce enemy armor, and perhaps most importantly, provide vision to Weaver. Finally, Geminate Attack allows Weaver to passively launch an additional attack every few seconds, making his offensive all the more potent. Not a hero capable of standing on the front lines, Weaver is nonetheless a huge threat against a team that has little ability to prevent his extreme maneuverability.
- The Swarm spawn within a 300 radius randomly around Weaver and moves forward at a speed of 750, taking 4 seconds to reach the maximum distance.
- The are not attackable when traveling as a swarm. They can be attackable only after latching onto targets.
- They provide flying vision while traveling forwards, and while latched onto their targets.
- They have the highest priority for auto-attack behaviors, together with .
- With the maximum travel distance, spawn radius, and latch radius, the Beetles can latch on units 3400 range away.
- The Beetle latches 64 range in front of any enemy unit that comes within 100 radius, unless another Beetle has already latched onto it.
- This means that multiple casts do not affect the same unit more than once, and its duration cannot be refreshed.
- Can latch on invulnerable units, but not invisible or hidden units.
- The Beetle and its latched target have the following interactions:
- When the latched target turns invisible, while not under True Sight, the Beetle dies instantly.
- However, with True Sight Immunity), and provide True Sight over them. , Beetles can latch on invisible units (ignoring
- When the latched target is hidden, the Beetle is still latched onto the target and not removed.
- The Beetle dies instantly while entering .
- Beetles that die instantly in the aforementioned situations above are not credited to anyone.
- The Swarm deals damage in 1.15/1.0/0.85/0.7-second intervals, starting immediately when it is latched on a unit, this results in 14/17/19/23 possible attacks.
- The armor reduction is bound to the Beetle and it is independent from the damage.
- On each interval, The Swarm first applies the armor reduction, then the damage.
- Shukuchi does not interrupt Weaver's channeling abilities upon cast.
- Shukuchi can only damage the same unit once per cast.
- During the fade time, Weaver can cast abilities, use items and perform attacks without breaking the invisibility.
- The invisibility is broken upon reaching the cast point of abilities or items, or upon landing an attack. Missed attacks do not break it.
- Weaver can pick up, drop or attack items without breaking the invisibility.
- Upon leveling Geminate Attack the first time, it has Autocast on by default.
- Despite being an active ability, Geminate Attack can trigger while silenced, if set to Autocast.
- Causes Weaver to perform 1 ( ) instant attack(s) on the attacked target 0.25 seconds after releasing the leading attack.
- The bonus damage is only applied to the extra attacks. The attack that triggers Geminate Attack does not deal more damage.
- Weaver has to be alive for these extra attacks to happen.
- There is no range limit for these extra attacks, they launch regardless of how far away the target is currently at.
- Even if the initial attack damage kills the target before Geminate Attack triggers, the extra attacks are still released, hitting the dead target.
, Geminate Attacks targets every enemy unit affected that have latched within range of the primary attack target.
- Geminate Attack fully works for allied Beetles (e.g. when acquired via ) that latched on their targets as well.
- Unlike the instant attacks on the primary target, these instant attacks on secondary targets do not trigger attack modifiers or on-hit effects. They do not have True Strike, but completely ignore disarms as well.
- These Geminate Attacks on secondary targets are launched simultaneously with the extra attacks on the primary attack target.
- Weaver is ordered to stop right after getting moved back, this automatically cancels the cast backswing of Time Lapse.
- However, ⇧ Shift-queue commands are not canceled.
- Time Lapse disjoints projectiles and applies a strong dispel upon cast.
- Sets Weaver's health back to what it was 5 seconds ago.
- This ability neither deals damage nor heals. Therefore, it does not interact with any on-damage effects.
- When cast right after respawning, the caster's health, mana and position are set to what they were before the death.
- This means that it does not kill the caster when cast immediately after respawning.
, Time Lapse turns into a unit-targeted ability, applying all the effects on the target.
- ↓↓ Double-tapping automatically targets self.
- Can only target heroes, including clones and illusions, excluding creep-heroes.
- However, unit-targeting does not order the target to stop, so their channeling abilities are not canceled.
- The 0.53 cast backswing is only used when cast on allies, since self-casting automatically cancels the backswing.
- When cast on allies right after respawning, their health, mana and position are not set back to what they were before the death.
- This means allies cannot be sent back to their death location after respawning, unlike how Weaver can when self-casting.
- Grants Weaver's attacks Mana Break, causing his attacks to burn the target's mana and deal damage based on the burned mana.
- The bonus damage is dealt in one instance together with the attack damage, and counts as attack damage as well.
- Effectively increases Weaver's attack damage by
against units which have enough mana to burn.
- Effectively increases the attack damage of Weaver's illusions by against units which have enough mana to burn.
- Applies the mana loss first, and then the damage.
- Does not work against allied units when attacking them.
- Fully stacks with other sources of Mana Break.
|+2Attacks to Kill||15||+20 Mana Break|
- Rescaled base attack damage from 36‒46 to 37‒43.
- Reduced cooldown reduction from 4 to 2.
- The damage is no longer reduced by Damage Block.
- Increased swarm travel speed from 600 to 750.
- active attack modifier, going only off when toggled on, or when used manually on a target. is now an
- Increased base intelligence from 16 to 20.
- Reduced attack point from 0.64 to 0.55.
- gives Weaver some regeneration in lane. Best used when needing a small amount of regeneration in the early game. Don't be afraid to use them as dying in the early game can end up costing Weaver a lot of progress in the long run.
- Shukuchi to get good distance from enemies and then use the Healing Salve to recover from large amounts of damage. can save Weaver after a dangerous situation. If you're super low, remember to use
- mana in lane. helps Weaver sustain his
- helps Weaver get last hits.
- gives Weaver a few extra stats, and can be built into a to help with last hitting.
- gives health and mana in a pinch, which is useful for playing aggressively or for survivability in the laning phase.
- give a decent speed boost, so Weaver can be a bit faster when he Shukuchi is on cooldown and he is one of the slowest heroes in the game.
- synergizes well with Weaver's armor reduction.
- offers extra attributes and more charge capacity.
- give Weaver some extra attributes and attack speed.
- gives extra health and blocks spells. Combined with Time Lapse and Shukuchi, this makes Weaver extremely hard to kill. If the enemy team has a lot of low-cooldown abilities to pop it or AoE disables/nukes, consider skipping it in favor of .
- increases damage and attack speed and grants Weaver a slow, something his own abilities are lacking. The Manabreak stacks with Weaver's own Mana Break talent.
- gives excellent damage and an armor reduction debuff that synergizes well with Geminate Attack and The Swarm. Really important you get this by the late game as this can help with getting kills.
- should be a choice if enemies have a lot of disables/nukes that can't be blocked with , or if they have multiple low cooldown abilities.
- increases Weaver's attack range and gives a decent boost to strength and agility. The mobility it grants help Weaver put extra distance between himself and the enemies while he is waiting for Shukuchi to come off cooldown. Furthermore, The Swarm grants vision on the target, so Weaver can attack them during Hurricane Thrust.
- can be very frustrating for the enemy team, as Time Lapse will recover a great deal of Weaver's health. The health regeneration allows Weaver to get back in a fight, and Weaver can simply use Shukuchi to get away for the health regeneration to activate.
- greatly increases Weaver's damage, as Geminate Attack can proc the crit.
- provides damage, armor, attack speed, and evasion, making Weaver harder to kill and more damaging.
- grants lots of bonus damage, which Weaver makes use of with Geminate Attack.
- status resistance, and lifesteal. Moreover, it can give you a third life so to speak after Time Lapse with its Unholy Rage. Combined with Weaver's high attack damage and Geminate Attack, even a single attack during Satanic's active can heal you back up to full health. is a good choice on Weaver, considerably increasing his survivability with its strength bonus,
- provides overall great stats and increases your chasing/kiting potential with its Cold Attack.
- is rarely a terrible choice on a carry. They will help you farm faster, and you will have a chance to zap the enemies twice with a single attack through Geminate Attack.
- is a great item since it reduces Time Lapse's cooldown significantly, and allows it to be targeted on allies. It should be considered when Weaver is not the team's main damage dealer/carry and an extra way to save the team's carry is needed. Be mindful that a target has to be chosen when casting it instead of just pressing the hotkey.
|Playstyle:||All Weavers worked to maintain the fabric of creation, save one Skitskurr, who took it upon himself to create that which had not been woven. Cast out for his ambitions, Skitskurr was now free from his obligations, free to weave a new reality of his own. He opens a gap in spacetime, inviting The Swarm to latch onto enemies, and nibble away at their armor. Nearly impossible to pin down, he slips into micro-wormholes, passing through enemies and reappearing with Shukuchi. The fabric of time frays around Skitskurr, occasionally replaying his actions with Geminate Attack. The Weaver takes brinksmanship to an extreme. Fighting to the verge of death, Skitskurr turns back the clock with Time Lapse, reversing his injuries and undoing his foes' efforts, much to their dismay.|
- Weaver's original title was Nerubian Weaver, and his original name was Anub'seran. Nerubians are a race of arachnids in the Warcraft universe.
- Weaver's fun name in DotA was Anoob'seran.
- Geminate Attack is frequently misread as Germinate Attack. To geminate is to double, coming from the Latin word for twin (as in Gemini).
- Shukuchi is a Japanese term for rapid movement, or teleportation. The ability's name is a reference to an ability of the same name of a character named Soujiro from the anime Rurouni Kenshin.
- Weaver draws many inspirations from a character of the same name in the novel, Perdido Street Station.
- Weaver's Time Lapse icon may also be a reference to the box art of the movie Alien 3, considering that Sigourney Weaver has the lead role in the film.