Interrupting Channeled Abilities[edit | edit source]
If the channeling unit is issued another command, such as to move, stop, or attack, the unit will disrupt their channeling. Casting other spells or using items will also interrupt channeling, with the exception of toggled abilities, Wind Walk abilities, a few other abilities like Blade Fury, and items such as Shiva's Guard, and Phase Boots.
The only items that may be activated while channeling are Shadow Blade, Glimmer Cape, Shadow Amulet, Armlet of Mordiggian, Ring of Aquila, Ring of Basilius, Mask of Madness, Phase Boots and Shiva's Guard. Activating any other item, including Power Treads, Drum of Endurance or consumables will interrupt channeling.
Any disable that would normally prevent a unit from casting the spell in question will also interrupt channeling. This includes Stuns, Mini-stuns, Cyclones, Hexes, Sleeps and getting hidden. Though they do not prevent casting, Root effects will also interrupt channeling. Silence will interrupt channeling from abilities only, while Doom and Static Storm (with Aghanim's Scepter) will interrupt channeling from items as well. Some spells that forcibly move units, such as Vacuum or X Marks the Spot (the first applies a ministun while moving units, and the second one is like an uncontrollable blink), will interrupt channeling as well, even if used on friendly units, however, other spells like Force Staff and Boulder Smash, will not interrupt channeling, because they just give a little push to their targets.
If the channel is interrupted before the spell's effects occur, the mana and cooldown will be wasted, and the spell's effect will be cut short, and in some cases will not perform their effects at all. This is in contrast to other, non-channeled spells with high cast times, such as Assassinate and Requiem of Souls, which will not expend mana or go on cooldown until the spell has been completed. Certain channeled spells, such as Illuminate and Powershot, will still perform their effect even if they are cancelled, usually at the cost of damage.
Channeled Spells[edit | edit source]
Duration: 5 (7*)
Disables, damages, and drains mana from a single target.
Damages and slows nearby enemy units.
At the end of the duration, sleeps and deals damage to nearby enemy units.
Damages, disables, and sucks in enemy units in an area.
When the channel ends or is cancelled, releases a wave that deals damage based on how long it was channeled.
Drains mana from a single target.
Builds up a projectile that disables equal to channel duration but always does the same damage. Fires projectile if cancelled.
Renders the caster invulnerable and untargetable for the duration.
Duration: 3 (6 on creeps)
Disables and damages a single target. Heals the caster equal to the amount of damage dealt.
Drains health from a single target.
Renders the caster invulnerable and untargetable for the duration and causes it to attack all enemy heroes within range every second.
At the end of the duration, slows and deals damage to nearby enemy units for 3 seconds.
Turns the caster invisible and deals damage to nearby enemy units.
Disables and deals damage to a single target.
At the end of the duration, refreshes the caster's cooldowns.
Slows enemy units in an area.
Creates a controllable Tornado that slows and deals damage to nearby enemy units.
When the channel ends or is cancelled, deals damage and destroys trees in a line. If it is cancelled early, the damage will be greatly reduced.
Creates a Death Ward that attacks nearby enemy heroes.
Channeled Items[edit | edit source]