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20 + 1.9
26 + 2.4
14 + 1.4
Level Base 1 16 25
Health 200 600 1200 1900
H Regen 0.75 1.35 2.27 3.32
Mana 50 218 494 854
M Regen 0.01 0.57 1.49 2.71
Damage 24‒28 50‒54 88‒92 127‒131
Armor 0 3.71 9.14 14.8
Spell Dmg 0% 0.88% 2.31% 4.23%
Att / Sec 0.71 0.9 1.17 1.45
Movement Speed 305
Turn Rate 0.6
Sight Range 1800/800
Attack Range 150
Missile Speed Instant
Attack Duration 0.33+0.84
Base Attack Time 1.4
Magic resistance 25%
Collision Size 24

Yurnero the Juggernaut is a melee agility hero whose abilities allow him to sprint into battle and recklessly devastate enemies in an impenetrable flurry of blades.

His abilities grant invulnerability and spell immunity, turning him into an unstoppable force on a hairpin. Juggernaut is strong both offensively and defensively, and deals heavy damage both physical and magical with his Blade Fury and Omnislash ultimate, but he possesses below average strength and intelligence attributes, so he does not have as much health and mana as other heroes and is vulnerable when his abilities are on cooldown. For this reason, although his abilities make him powerful even in the early game, he cannot charge into forces without restraint until farmed and is usually played as a carry.

Bio[edit | edit source]

Juggernaut Yurnero, the Juggernaut
Play "By the Visage of Vengeance, which drowned in the Isle of Masks, I will carry on the rites of the Faceless Ones."
Role: Carry Carry / Pusher Pusher / Escape Escape
Lore: No one has ever seen the face hidden beneath the mask of Yurnero the Juggernaut. It is only speculation that he even has one. For defying a corrupt lord, Yurnero was exiled from the ancient Isle of Masks--a punishment that saved his life. The isle soon after vanished beneath the waves in a night of vengeful magic. He alone remains to carry on the Isle's long Juggernaut tradition, one of ritual and swordplay. The last practitioner of the art, Yurnero's confidence and courage are the result of endless practice; his inventive bladework proves that he has never stopped challenging himself. Still, his motives are as unreadable as his expression. For a hero who has lost everything twice over, he fights as if victory is a foregone conclusion.
Voice: David Scully (Responses)

Gameplay[edit | edit source]

Abilities[edit | edit source]

Blade Fury
Cannot be used by illusions. Cannot be dispelled. Blocked by Spell Immunity. Play
Blade Fury icon.png
Ability Affects Damage
No Target Enemies / Self Magical
Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.
Cast Animation: 0+0
Radius: 250
Damage per Second: 80/105/130/155
Duration: 5
Cooldown 42/34/26/18 Mana 120/110/100/90
Cannot be used by illusions. When using Manta Style, Juggernaut still continues spinning, revealing which one is the real one.
Yurnero's renowned katana techniques are feared by warriors and sorcerers alike.


  • Does not interrupt Juggernaut's channeling spells upon cast.
  • Juggernaut is silenced for the duration. Besides this, he can act freely while spinning.
  • Regular attacks can be performed during Blade Fury, but they deal no damage to enemies being affected by Blade Fury.
    • Attack modifiers like Monkey King Bar icon.png Monkey King Bar, Diffusal Blade 1 icon.png Diffusal Blade or Skull Basher icon.png Skull Basher still apply their effects and damage on procs.
    • Since cleave is based on the hero's attack damage values, it still deals damage within its cleave area even while spinning.
    • On the other side, critical strikes and lifesteal are based on the actual damage dealt, and thus have no effect (despite red crit numbers and lifesteal particles still showing).
  • Blade Fury does not affect buildings and wards. Unaffected enemies take full attack damage from Juggernaut during Blade Fury.
  • Despite not affecting allied or own units, they still take no damage from Juggernaut's attacks when attempting to deny them.
  • Deals 16/21/26/31 damage in 0.2 second intervals, starting 0.2 seconds after cast, resulting in 25 damage instances.

Healing Ward
Juggernaut Healing Ward model.png
Level 0
Duration 25
Health 1
Health regen 0
Armor 0
Magic resistance 0 %
Movement speed 420
Follow range 250
Turn rate 0.5
Collision size 8
Vision range 600  •  600 (G)
Bounty 0
Experience 0
Notes Phased

Healing Ward
Cannot be dispelled. Not blocked by Spell Immunity. Play
Healing Ward icon.png
Ability Affects
Target Area / Aura Allies
Summons a Healing Ward which heals all nearby allied units, based on their max health. The Healing Ward moves at 420 movement speed after being summoned. Lasts 25 seconds.
Cast Animation: 0.3+0.47
Cast Range: 350
Radius: 500
Max Health as Heal per Second: 2%/3%/4%/5%
Duration: 25
Cooldown 60 Mana 120/125/130/135
Of the rituals learned at the Isle of Masks, tending wounds with a bit of voodoo magic has proven to be quite useful.


  • After cast, the ward automatically follows Juggernaut, if no other order is given.
  • The heal is provided by an aura. Its healing buff lingers for 2.47 seconds.
  • Heals in form of health regeneration, so it heals for 0.2%/0.3%/0.4%/0.5% of maximum health in 0.1 second intervals.
  • Can heal a total of 54.94%/82.41%/109.88%/137.35% of a unit's maximum health (25 duration + 2.47 seconds lingering buff).
  • The healing aura of multiple Healing Wards does not stack.

Blade Dance
Not a Unique Attack Modifier. Can be used by illusions. Disabled by Break. Not blocked by Linken's Sphere. Not blocked by Spell Immunity. Play
Blade Dance icon.png
Ability Affects
Passive Enemies
Gives Juggernaut a chance to deal double damage on each attack.
Proc Chance: 20%/25%/30%/35%
Critical Damage: 200%
Can be used by illusions. Red critical numbers are before illusion and armor reduction.
The last remnant of his heritage's commitment to bladework, Yurnero ensures that the style is remembered.


  • Increases attack damage by an average of 20/25/30/35%.
  • The proc chances of multiple crit sources stack.
    • If two sources of critical strike proc at the same time, the higher multiplier has priority.
  • The sound and particles play upon start of the attack, not when the attack lands.

Cannot be dispelled. Partially blocked by Linken's Sphere. Not blocked by Spell Immunity. Play
Omnislash icon.png
Ability Affects Damage
Target Unit Enemies / Self Physical
Juggernaut leaps towards the target enemy unit with a damaging attack, and then slashes other nearby enemy units, dealing between 200-225 damage per slash. Juggernaut is invulnerable for the duration.
Cast Animation: 0.3+0
Cast Range: 350
Jump Radius: 425
Number of Jumps: 3/6/9 (Can be Improved by Aghanim's Scepter. 6/9/12)
Damage per Jump: 200-225
Cooldown 130/120/110 (Can be Improved by Aghanim's Scepter. 70) Mana 200/275/350
Partially blocked by Linken's Sphere. First slash is blocked only if primary target.
Can be Improved by Aghanim's Scepter. Increases number of jumps and decreases cooldown.
‘The fruits of discipline; with practice comes strength.’


  • Turns Juggernaut invulnerable and spell immune for the whole duration.
    • Unlike other sources of spell immunity, Omnislash does not dispel any buffs and debuffs.
  • Jumps in 0.4 second intervals, starting immediately upon cast, resulting in a maximum duration of 0.8/2/3.2 (Can be Improved by Aghanim's Scepter. 2/3.2/4.4) seconds.
  • Can jump on invulnerable units, however, since it deals physical damage, invulnerable (and ethereal) targets take no damage.
  • If no valid targets are in range, Omnislash ends prematurely.
  • On each jump, Juggernaut is positioned at the opposite side of the target from Juggernaut's position.
    • The jump radius is centered around Juggernaut, not around the current target.
  • Juggernaut can perform attacks, cast spells, and use items during Omnislash, however, Blade Fury icon.png Blade Fury is disabled for the duration.
    • During Omnislash, Juggernaut does not need to turn in order to cast targeted spells or items.
  • Juggernaut is issued to attack his current jump target on each jump, causing other orders to get canceled on each jump.
    • If Juggernaut's attack time is lower than 0.4, he can perform at least one attack between each slash.
  • Can deal up to 600-675/1200-1350/1800-2025 (Can be Improved by Aghanim's Scepter. 1200-1350/1800-2025/2400-2700) damage (before reductions).
  • Any valid target, except Roshan, which is not under control of a player is instantly killed when jumped on.
    • Kills such units by dealing pure damage equal to their health, flagged as HP Removal.
  • Provides 200 radius flying vision lasting 1 second on each jump around the current target.
  • Recasting Omnislash while the previous cast is still active has no effect, wasting the mana and cooldown.

Recommended items[edit | edit source]

Starting items:
  • Tangos and Healing Salves provide healing to keep Juggernaut alive in the lane.
  • Clarity allows Juggernaut to regain mana from early usage of Blade Fury icon.png Blade Fury.
  • Iron Branch gives +1 to all attributes, increasing survivability and mana pool. Because of Juggernaut's low mana pool, an early Iron Branch gives the possibility of casting both Blade Fury icon.png Blade Fury and Omnislash icon.png Omnislash back to back. It can later be upgraded into a Magic Wand.
  • Slippers of Agility gives Juggernaut additional damage, allowing him to get easier last hits and denies in lane. They can later be upgraded to a Poor Man's Shield.

Early-game items:

  • Boots of Speed give a passive speed boost, offering better escape and catch-up. They can later be built into Phase Boots.
  • Poor Man's Shield helps Juggernaut against harassment, and saves up space while retaining the +6 agility from the Slippers of Agility.
  • Magic Stick is a useful burst healing/mana item if the enemies in lane cast many spells. It can later be built into a Magic Wand.
  • Bracer gives a minor attributes bonus and builds into a drum later.

Core items:

  • Phase Boots provide even more mobility with the Phase ability, and increases his damage significantly. The bonus movement speed is helpful when catching enemy heroes while using Blade Fury icon.png Blade Fury.
  • Magic Wand is good for burst health and mana while providing bonus attributes compared to the Magic Stick.
  • Drum of Endurance provides a great attribute bonus for its price as well as bonus movement speed and attack speed. It not only allows easier catch up when using Blade Fury icon.png Blade Fury, but the increased mana pool allows Juggernaut to cast Blade Fury multiple times before returning to the fountain.
  • Aghanim's Scepter improves the number of Omnislash icon.png Omnislash jumps, vastly improves the ability to gank and participate in team fights. In addition, it also gives additional health and a significant attribute bonus.
  • Town Portal Scroll are essential for cross-map transportation. TP scrolls allow Juggernaut to return to lane quicker after a death, meaning he misses out on less experience in the lane. They can also be used to quickly jump into a fight or defend a tower in a different lane.

Situational items:

  • Sange and Yasha is a fair pick on Juggernaut, since he does not have any gap-closing abilities. This item provides a good strength, agility, movement and attack speed bonus and helps chase better. The Greater Maim helps slowing down fleeing enemies. Maim can even occur while attacking during Blade Fury icon.png Blade Fury, despite attacks dealing no damage.
  • Butterfly gives an enormous boost to his damage, attack speed, and armor, as well as having the ability to evade physical attacks. It greatly increasing the physical damage Juggernaut can take, while Blade Fury icon.png Blade Fury protects against the magical damage. The increased attack speed also allows Blade Dance icon.png Blade Dance to occur more frequently.
  • Desolator reduces the target's armor, increasing the damage from Juggernaut's regular attacks and Omnislash icon.png Omnislash. It can also be effective for pushing since this effect works on towers.
  • Battle Fury is an item that can be very strong to buy: it can be used to farm quickly, clear lane creeps, and it can greatly increase Juggernaut's damage in team fights. The bonus health regenaration is helpful when jungling, and the bonus mana regeneration allows Juggernaut to use Blade Fury icon.png Blade Fury with less worry about mana.
  • Vladmir's Offering is a handy item to have for supporting the team, granting several bonuses including lifesteal. This is also an effective way to sustain in the jungle.
  • Black King Bar is helpful when the enemy team has more magical damage than Blade Fury icon.png Blade Fury can protect. Unlike Blade Fury, the Black King Bar also allows Juggernaut to attack while active, and has a maximum duration of 10 seconds.

Counters[edit | edit source]

Equipment[edit | edit source]

Tips[edit | edit source]

  • Blade Fury icon.png Blade Fury allows the Juggernaut to deal massive amounts of damage early game, especially when buying Boots of Speed icon.png Boots of Speed as a starting item or having a teammate with a slow. Juggernaut should always be laned together with heroes like Crystal Maiden icon.png Crystal Maiden, Lion icon.png Lion, Venomancer icon.png Venomancer, Lich icon.png Lich, orShadow Shaman icon.png Shadow Shaman to greatly increase the killing potential. When having boots and an enemy without boots, an aggressive Blade Fury icon.png Blade Fury can result in an easy kill.
  • Blade Fury icon.png Blade Fury can be used as an escape mechanism due to its spell immunity. Using it alongside Healing Ward icon.png Healing Ward can result in escaping even the most difficult situations.
  • While using Blade Fury icon.png Blade Fury, it is best to constantly move alongside the enemy (constantly issuing the Move command nearby) instead of right-clicking them. Juggernaut can attack during Blade Fury, but those attacks deal no damage to units it affects, so making right-clicks slows Juggernaut down since he has to stop to attack, which may allow the target to gain some distance. Moving alongside an enemy ensures maximum damage output with Blade Fury.
  • Omnislash icon.png Omnislash works best when catching lone enemies away from any enemy creeps. Timing is required to avoid wasting hits on creeps and to ensure that all jumps hit the targeted enemy. If the enemy has escape abilities like blink or invisibility or any other ways to avoid the damage (e.g. turning invulnerable, hidden or ethereal), it should ideally be used when the enemy is unable to use them, as they cause Omnislash to deal no damage or get fully canceled.
  • Omnislash icon.png Omnislash turns Juggernaut invulnerable for its duration. This can be used as an advantage to dodge certain abilities. However, some abilities can affect invulnerable units. Meat Hook icon.png Meat Hook for example affects invulnerable units and thus can hook Juggernaut during Omnislash, canceling the spell assuming the hook lands. Meat Hook will not deal damage to Juggernaut when hooked out of Omnislash, even if it is an enemy.
  • Juggernaut is particularly weak against illusion-based heroes like Phantom Lancer icon.png Phantom Lancer, Naga Siren icon.png Naga Siren and Terrorblade icon.png Terrorblade since they can spread the Omnislash icon.png Omnislash damage. Buying a Battle Fury icon.png Battle Fury can help Juggernaut turn the scales in his favor.
  • Healing Ward icon.png Healing Ward is a great way to keep pushes going and heal the entire team. Its healing should not be underestimated, as it is percentage based and scales with maximum health.
    • A Soul Ring icon.png Soul Ring can be bought and be used prior to the healing ward; the extra mana essentially allows casting Healing Ward for free mana, which then in turn offsets the health loss. This allows Juggernaut to save his mana pool for his other abilities which already on their own require his entire mana pool to cast in the early to mid game.
  • Taking the Attribute Bonus icon.png Attribute Bonus rather than Healing Ward icon.png Healing Ward and Blade Dance icon.png Blade Dance at very early levels may be a good idea due to the high mana costs of Juggernaut's abilities and his lack of survivability. Focusing on attributes and Blade Fury icon.png Blade Fury up until being able to can get Omnislash makes Juggernaut far more viable in survivability and mana management.
  • Although Blade Fury icon.png Blade Fury turns Juggernaut spell immune, he still is very vulnerable and far from being unkillable. Enemies who have a high amount of physical damage, such as Drow Ranger icon.png Drow Ranger, Sven icon.png Sven and Lone Druid icon.png Lone Druid, are still able to deal heavy damage to him even while under the effect of Blade Fury. This is why taking priority in leveling up Blade Fury icon.png Blade Fury rather than the other abilities in the early game stages is advised, since most heavy physical damage dealer are not as much threatening during the early game so they do not wan to get too close to Juggernaut.
  • When taking the hard carry path, Battle Fury icon.png Battle Fury is an excellent pickup. Its cleave accelerates farming by quite a lot, and the cleave even works during Blade Fury. Although the primary attack target takes no damage when affected by Blade Fury, cleave still deals full area damage. Its regeneration also allows Juggernaut to use his abilities more often.
  • Experienced Juggernaut players can use a Blink Dagger icon.png Blink Dagger in order to continue an Omnislash icon.png Omnislash if there are targets some distance away. However, the item must be used within up to 0.4 seconds after a slash.
  • Mjollnir icon.png Mjollnir is a very good item to get on Juggernaut. With his very low base attack time, increasing his attack speed and damage makes him a deadly attacker, as well as being a cheaper alternative to Butterfly icon.png Butterfly. In addition, the Chain Lightning from Maelstrom icon.png Maelstrom & Mjollnir icon.png Mjollnir aid him greatly for pushing the lanes and farming the jungle.
  • For Juggernaut players who wish to be more tank-like or have purchased plenty of attack speed and damage-boosting items, Satanic icon.png Satanic is an excellent late game pick-up. Satanic's large strength boost, armor, and Active ability mesh very well with Juggernaut's high attack speed, vastly enhancing his survivability in team fights.
  • Skull Basher icon.png Skull Basher can be useful on Yurnero due to his high attack speed and the fact that he lacks a stun. Bashes can proc on attacks during Blade Fury icon.png Blade Fury and Omnislash icon.png Omnislash jumps and prevents the enemy from escape using Town Portal Scroll icon.png Town Portal Scroll or Boots of Travel 1 icon.png Boots of Travel.
  • Diffusal Blade 1 icon.png Diffusal Blade allows Yurnero to purge Ethereal units during Omnislash icon.png Omnislash and provides much needed agility.
  • Buying a Refresher Orb icon.png Refresher Orb allows Juggernaut to use Omnislash twice. Refresher Orb can be activated while Juggernaut is casting Omnislash. With Aghanim's scepter and maxed out Omnislash, it can dish out a total of 24 slashes, capable of wiping out a whole team that is grouped together. However, the second Omnislash should be cast after the first one finished, since casting it during an Omnislash has no effect, wasting the mana and cooldown.

Trivia[edit | edit source]

  • Juggernaut's backstory and appearance bears many similarities to that of the Seguleh people in the "Malazan Book of the Fallen" series of books by Steven Erikson.
  • Juggernaut's ultimate, Omnislash, is inspired by and named after the signature move of Cloud Strife from the game Final Fantasy VII. [1]
  • The rare line Play "Screw it, I'm going to five blades!" is a reference to an article from The Onion about the increasing number of blades put into razors.[2]
  • The line Play "My blade is swifter." is a reference to the Heroes of Newerth hero Swiftblade, the game's own equivalent of Juggernaut.[3]
  • The line Play "And then... there were none..." may be a reference to the Agatha Christie book by the same name.
  • The line Play "I'm the Juggernaut, Lich!" is a play on the quote "I'm the Juggernaut, bitch.", taken from a YouTube parody featuring re-dubbed scenes from X-Men: The Animated Series.

Update history[edit | edit source]

March 24, 2016 Patch

November 18, 2014 Patch

June 14, 2013 Patch

November 30, 2012 Patch

August 15, 2012 Patch

  • Fixed a bug that was causing the first tick of Healing Ward icon.png Healing Ward to always heal the Radiant team.

August 09, 2012 Patch

  • Fixed Omnislash jumping to ancients.
  • Fixed Blade Fury showing per target visual effect when hurting invis units.

May 10, 2012 Patch

  • Fixed Omnislash selection AoE being slightly too big.
  • Fixed Healing Ward vision radius.

April 19, 2012 Patch

  • Fixed Omnislash jumping to couriers.

April 12, 2012 Patch

  • Fixed Omnislash considering ancients as valid targets.
  • Fixed Omnislash ending prematurely if a target becomes invulnerable.

February 16, 2012 Patch

  • Added rival death-taunts and other miscellaneous lines to flesh out dialog set for Juggernaut and Sven.

January 19, 2012 Patch

January 12, 2012 Patch

  • [Undocumented] Added "Injured" walk animations for Ursa, Nature's Prophet, Juggernaut and Tiny.

December 16, 2011 Patch

  • [Undocumented] Changed Juggernaut icon.png Juggernaut's model.

October 27, 2011 Patch

  • Fixed Blade Dance working on wards.

October 06, 2011 Patch

  • Fixed Juggernaut's Omnislash not ministunning the initial target.
  • Fixed Juggernaut's Healing Ward not having an AoE cursor.
  • Fixed Critical Strikes (both Juggernaut's and item-based) not denying correctly.
  • Added Legacy key support for Juggernaut.

September 30, 2011 Patch

  • Fixed Juggernaut's Blade Fury being dispelled by stuns that ignore magic immunity.
  • Fixed Juggernaut's Blade Fury affecting Ancients.
  • Fixed Juggernaut's Omnislash being castable on Ancients.

September 29, 2011 Patch

  • Enabled Juggernaut icon.png Juggernaut!

June 24, 2011 Patch

  • Fixed Juggernaut to be able to use items and attack during Omnislash.
  • Fixed Juggernaut's Blade Fury to be interrupted if he is stunned (only happens for stuns that go through magic immunity).

March 17, 2011 Patch

  • Fixed Juggernaut being able to do melee damage to units while Blade Furying (except for units that are not susceptible to Blade Fury like towers).

February 12, 2011 Patch

  • The primary target of Omnislash is now ministunned.
  • Updated Omnislash and Lightning Bolt tooltips to indicate that they ministun.
  • Fixed Omnislash not hitting magic immune units.
  • Juggernaut's Omnislash's secondary jumps now find magic immune enemies.
  • Fixed issue with Juggernaut's Omnislash where at all levels he could do one more slash than he was supposed to be able to.

Balance changelog[edit | edit source]



  • Increased Blade Fury icon.png Blade Fury damage per second from 80/100/120/140 to 80/105/130/155.



  • Reduced Agility agility gain from 2.85 to 2.4.
  • Rescaled Blade Fury icon.png Blade Fury mana cost from 110 on each level to 120/110/100/90.
  • Increased Healing Ward icon.png Healing Ward mana cost from 80/100/120/140 to 120/125/130/135.


  • Reduced base armor from 1 to 0 (total armor is now 3.64).
  • Reduced Omnislash icon.png Omnislash cast range from 450 to 350.






  • Reduced Blade Fury icon.png Blade Fury cooldown from 30/28/26/24 to 30/27/24/21.






  • Omnislash icon.png Omnislash
    • Increased damage per jump from 150-250 to 175-250.
    • Increased number of jumps from 3/5/8 to 3/6/9.
    Increased Aghanim's Scepter icon.png Aghanim's Scepter upgraded number of jumps from 5/7/10 to 6/9/12.


  • Increased collision size from 12 to 24.


  • Reduced collision size from 24 to 12.



    • Increased Healing Ward icon.png Healing Ward max health as heal per second from 1%/2%/4%/5% to 2%/3%/4%/5%.



  • Omnislash icon.png Omnislash no longer wastes a strike by considering units in ethereal form in its search (fully ignores ethereal units).


  • Healing Ward icon.png Healing Ward
    • Increased max health as heal per second from 1%/2%/3%/4% to 1%/2%/4%/5%.
    • Reduced mana cost from 140 on each level to 80/100/120/140.


  • Reduced Blade Fury icon.png Blade Fury cooldown from 30 to 30/28/26/24.



  • Added Aghanim's Scepter icon.png Aghanim's Scepter upgrade for Juggernaut: Increases Omnislash icon.png Omnislash number of jumps from 3/5/8 to 5/7/10 and cooldown from 130/120/110 to 110/100/90.
  • Changed Omnislash icon.png Omnislash legacy hotkey from N to E.




  • Increased base Strength strength from 17 to 19.
  • Increased movement speed from 290 to 295.
  • Reduced base armor from 2 to 1 (total armor is now 3.8).


  • Increased base armor from 0 to 2 (total armor is now 4.8).


  • Increased base armor from -1 to 0 (total armor is now 2.8).



  • Healing Ward icon.png Healing Ward
    • Increased mana cost from 125 to 140.
    • Increased cooldown from 50 to 75.


  • Reduced base Strength strength and gain from from 19 + 2.2 to 17 + 1.9.
  • Reduced base Agility agility from 22 to 20.
  • Omnislash icon.png Omnislash
    • Fixed Roshan stopping to attack when hit by Omnislash.
    • Now ends once no valid target is found within range, instead of continuing to search for targets for the full duration.


  • Blade Fury icon.png Blade Fury
    • Changed legacy hotkey from B to F.
    • Increased cooldown from 18 to 30.



  • Omnislash icon.png Omnislash
    • Reduced number of jumps from 4/6/9 to 3/5/8.
    • Increased jump interval from 0.3 to 0.4.


  • Fixed Omnislash icon.png Omnislash not going on cooldown sometimes when used.


  • Blade Fury icon.png Blade Fury
    • Reduced mana cost from 120 to 110.
    • Reduced cooldown from 20 to 18.
  • Increased base Strength strength from 17 to 19.
  • Increased Omnislash icon.png Omnislash number of jumps from 3/5/8 to 4/6/9.

Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]

  1. Cloud Strife's signature move "Omnislash", on which Juggernaut's ultimate is based of.
  2. The Onion article about the increasing number of blades put into razors.
  3. Swiftblade in Heroes of Newerth.