Channeling

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Warlock channeling Upheaval
Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spell. While spells are being channeled, a draining bar will appear on the screen, indicating how much time is left in the channel.

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 the channeled ability. 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 icon.png Blade Fury, and items such as Shiva's Guard icon.png Shiva's Guard, and Phase Boots icon.png Phase Boots.

The only items that may be activated while channeling are Shadow Blade icon.png Shadow Blade, Glimmer Cape icon.png Glimmer Cape, Shadow Amulet icon.png Shadow Amulet, Armlet of Mordiggian (Inactive) icon.png Armlet of Mordiggian, Ring of Aquila (Active) icon.png Ring of Aquila, Ring of Basilius (Active) icon.png Ring of Basilius, Mask of Madness icon.png Mask of Madness, Phase Boots icon.png Phase Boots and Shiva's Guard icon.png Shiva's Guard. Activating any other item, including Power Treads icon.png Power Treads, Drum of Endurance icon.png 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 ability icon.png Doom and Static Storm icon.png Static Storm (with Aghanim's Scepter icon.png Aghanim's Scepter) will interrupt channeling from items as well. Some spells that forcibly move units, such as Vacuum icon.png Vacuum or X Marks the Spot icon.png 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 icon.png Force Staff and Boulder Smash icon.png 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 icon.png Assassinate and Requiem of Souls icon.png Requiem of Souls, which will not expend mana or go on cooldown until the spell has been completed. Certain channeled spells, such as Illuminate icon.png Illuminate and Powershot icon.png Powershot, will still perform their effect even if they are cancelled, usually at the cost of damage.

Channeled Spells[edit | edit source]

  • Fiend's Grip icon.png
    Duration: 5 (7*)
    Disables, damages, and drains mana from a single target.
  • Freezing Field icon.png
    Duration: 10
    Damages and slows nearby enemy units.
  • Echo Stomp icon.png
    Duration: 1.4
    At the end of the duration, sleeps and deals damage to nearby enemy units.
  • Black Hole icon.png
    Duration: 4
    Damages, disables, and sucks in enemy units in an area.
  • Illuminate icon.png
    Duration: 2/3/4/5
    When the channel ends or is cancelled, releases a wave that deals damage based on how long it was channeled.
  • Mana Drain icon.png
    Duration: 5
    Drains mana from a single target.
  • Fortune's End icon.png
    Duration: 2.5
    Builds up a projectile that disables equal to channel duration but always does the same damage. Fires projectile if cancelled.
  • Phase Shift icon.png
    Duration: 0.75/1.5/2.25/3.25
    Renders the caster invulnerable and untargetable for the duration.
  • Dismember icon.png
    Duration: 3 (6 on creeps)
    Disables and damages a single target. Heals the caster equal to the amount of damage dealt.
  • Life Drain icon.png
    Duration: 10
    Drains health from a single target.
  • Tricks of the Trade icon.png
    Duration: 4/5/6
    Renders the caster invulnerable and untargetable for the duration and causes it to attack all enemy heroes within range every second.
  • Epicenter icon.png
    Duration: 2
    At the end of the duration, slows and deals damage to nearby enemy units for 3 seconds.
  • Sand Storm icon.png
    Duration: 20/40/60/80
    Turns the caster invisible and deals damage to nearby enemy units.
  • Shackles icon.png
    Duration: 2.5/3.25/4/4.75
    Disables and deals damage to a single target.
  • Rearm icon.png
    Duration: 3/1.5/0.75
    At the end of the duration, refreshes the caster's cooldowns.
  • Upheaval icon.png
    Duration: 16
    Slows enemy units in an area.
  • Tornado (Wildwing Ripper) icon.png
    Duration: 40
    Creates a controllable Tornado that slows and deals damage to nearby enemy units.
  • Powershot icon.png
    Duration: 1
    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.
  • Death Ward icon.png
    Duration: 8
    Creates a Death Ward that attacks nearby enemy heroes.

Channeled Items[edit | edit source]

  • Boots of Travel 1 icon.png
    Duration: 3
    Teleports the caster to a friendly non-hero unit at the end of the duration.
  • Town Portal Scroll icon.png
    Duration: 3 (5/5.5/6/6.5 for 1/2/3/4 recent allied teleports)
    Teleports the caster to a friendly building at the end of the duration.