|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
Shadow Demon is a menacing ranged intelligence hero who is most powerful in the early game for his strong set of spells. Disruption takes an enemy or ally out of the fight, banishing them to a shadowy realm and returning them a short time later along with two hostile demonic illusions. Soul Catcher can curse his victims with vulnerability, causing them to take more damage from attacks and spells. His Shadow Poison can harass any unfortunate foe he encounters, gradually dealing more damage with each application until the Shadow Demon releases the poison from the target in a powerful, damaging burst. Demonic Purge, his ultimate, is key for securing kills: The Shadow Demon greatly slows his fleeing victim and removes all purgeable buffs, crippling and weakening them, while also (when upgraded with Aghanim's Scepter) applying a Break that disables almost all passive skills. Heavily reliant on the coordination and effectiveness of his own team, Shadow Demon proves to be incredibly strong as a defensive support by keeping his teammates alive reliably and as an offensive support by amplifying damage and endlessly slowing enemies until they're unable to escape. A formidable ally, who requires little farm to contribute greatly to his team, good positioning and timing from Shadow Demon's spells can make all the difference, and makes for one of the most potentially powerful supports well into the late game.
Bio[edit | edit source]
|Play "Who toys with demons will find himself toyed with."|
|Role:||Support / Disabler / Initiator / Nuker|
|Lore:||Among the sovereign Demons with explicit access to this world, Doom scarcely bothers with the affairs of Noninfernals and Lesser Spectral Consorts, while Shadow Fiend passes through almost exclusively on collecting expeditions. The Shadow Demon, however, has always taken a deep and abiding interest in the material plane, as if sensing that mastery of this gritty dimensional nexus might be the key to total domination of all realities. Summoned first by minor wizards, the Shadow Demon granted every wish and put on increasingly impressive displays of power until he had the full attention of the greatest demonologists, and through them the various lords, tyrants, autarchs and hierophants who depended on sorcery to buttress their mundane power. So great was his deception that all his summoners considered themselves the master and Shadow Demon the servant; meanwhile, he eroded their identities and made their minds his own. In the end, most members of the cult were hollow puppets, extensions of his evil will. What Shadow Demon's next step would have been remains open to speculation, for around this time, Nevermore the Shadow Fiend bit into a particularly nasty-tasting soul and discovered that it held nothing but a foul nougat of Shadow Demon's essence. Alerted that a coup was underway, and that the ancient equilibrium of the Umbral Pact was about to be destabilized, Doom and Shadow Fiend briefly joined forces to destroy the burgeoning cult. Combining spells of incredible force, they undid Shadow Demon's centuries of patient work, reducing his cult to smithereens--and all its members to a bloody splatter. Nothing remained except a tiny speck of demon shadow. Immortal and irreducible, this mote of evil was enough to seed the Shadow Demon's next scheme, and in fits and starts, over further centuries, he began to regroup. Whatever that speck of shadow touched, it tainted, and its influence gradually grew. A chaos of damaged parts pulled together, reknit, and combined to give Shadow Demon a form even stronger than his former. He is all but complete now, and his plan for infinite dominion lacks all of its former weaknesses. It would seem that such a being of pure malice and malevolence, a threat to all creation, would be forever out of place in our world...yet Shadow Demon does not lack for followers.|
|Voice:||Nolan North (Responses)|
Abilities[edit | edit source]
- When the target turns invisible during Disruption, the visual effects turn invisible as well.
- Always creates the illusions, even when cast on allies or self.
- The targeted unit's position is not shuffled with the possible illusion's position. It always reappears between the 2 illusions.
- The illusions carry the caster's name, not the targeted unit's player name, revealing that they are illusions when not cast on self.
- Can be cast on illusions, creating illusions based on the original hero.
- When the targeted unit dies during Disruption, no illusions are created.
- The -disablehelp command prevents an allied Shadow Demon from casting this spell on you.
- Upon cast, a random enemy unit within the targeted area receives a debuff, which causes them to take increased damage.
- There are no unit priorities. A unit is selected completely random.
- Can place the debuff on invisible units, and on units under the effect of the most recent Disruption cast by Shadow Demon.
- Amplifies all 3 damage types, including self-inflicted damage and damage dealt by allies.
- Successive casts on the same target do not stack, but refresh the duration.
- Shadow Poison travels at a speed of 1000 and always travels the full distance, which takes 1.5 seconds.
- Fully affects invisible units and units under the effect of the most recent Disruption cast by Shadow Demon.
- Deals the initial damage instantly and adds 1 stack to all enemy units within 190 radius of it on each cast.
- Successive hits on the same units fully refresh the whole stack's duration.
- The first 5 stacks multiply the stack damage by 1/2/4/8/16 depending on the amount of stacks, up to five.
- Every following stack adds 50 damage on top of that, so the damage starts growing linearly after the 5th stack.
- This is how much damage 1/2/3/4/5/6/7/8 stacks can deal on each level (ignoring the initial damage):
- Level 1: 20/40/80/160/320/370/420/470 damage
- Level 2: 35/70/140/280/560/610/660/710 damage
- Level 3: 50/100/200/400/800/850/900/950 damage
- Level 4: 65/130/260/520/1040/1090/1140/1190 damage
- The damage is dealt as soon as the Shadow Poison debuff is removed, no matter how.
- The current number of stacks is visible to Shadow Demon and his allies above the affected units. Enemies cannot see it.
- This number is visually capped at 19, however, the poison has no stack limit and can be stacked infinitely.
- The current number of stacks is also shown on the debuff icon, which is visible to everyone.
- The projectile provides 200 radius flying vision as it travels. This vision does not last.
- The projectile blocks neutral creep camps.
- Applies a basic dispel on the target upon cast. The damage is applied at the end of the duration.
- The debuffs from multiple casts work fully independently from each other.
- The damage can affect a unit under the effect of the most recent Disruption cast by Shadow Demon.
- The slow decreases over 5/3/2 intervals, meaning it decreases every 1/1.67/2.5 seconds.
- This is how much Demonic Purge slows on each interval and level:
- Level 1: 100%/80%/60%/40%/20%
- Level 2: 100%/66.67%/33.33%
- Level 3: 100%/50%
- When cast on non-hero units, it roots the target for the initial 3 seconds, preventing it from moving and casting certain mobility spells.
- Treats creep-heroes as heroes.
- Can be cast on couriers, treating them as non-hero units.
Talents[edit | edit source]
|-6s Soul Catcher Cooldown||25||+400 Demonic Purge Damage|
|-25s Respawn Time||20||+10% Magic Resistance|
|+6% Spell Amplification||15||+75 Cast Range|
|+10 Movement Speed||10||+6 Strength|
- Respawn reductions cannot reduce respawn time below 1 second.
- The magic resistance stacks multiplicatively with other sources of magic resistance.
Recommended items[edit | edit source]
- Iron Branches provide cheap stats, and can later be built into a Magic Wand.
- A Mantle of Intelligence gives Shadow Demon additional intelligence to cast more spells.
- A set of Tangoes is useful for health regeneration early in the game. A Tango from the set can also be shared with the team's carry, allowing him or her to stay in the lane longer.
- If Shadow Demon takes significant burst damage, a Healing Salve allows him to quickly get back into action.
- Shadow Demon is mostly played as a heavy support and as such is usually in charge to get at the very least an Animal Courier and a couple of Observer Wards.
- Magic Stick provides crucial burst health and mana, especially if the enemies in lane are constantly casting their abilities.
- Boots of Speed give Shadow Demon the mobility he needs for ganking and escaping.
- The starting Mantle can be built into a Null Talisman for additional stats.
- Don't hesitate to get a Smoke of Deceit as a way to get closer to your enemy for your disruption. You'll be lucky to catch an enemy on whom you have an actual kill potential if you simply walk up to him.
- The Magic Stick and Ironwood Branches can be upgraded into a Magic Wand, freeing up inventory space for additional core items.
- Repeated uses of Shadow Poison will quickly drain Shadow demon's mana, and Arcane Boots provide additional mana pool and consistent regeneration for this purpose.
- The versatile Town Portal Scroll allows Shadow Demon to rapidly escape from danger, defend towers, join teamfights, or set up ganks.
- All his spells benefit from an Aether Lens, especially disruption which has a fairly low cast range. The health regen provided by it also allows you to sustain in lane or while you farm the jungle with poison.
- The break provided by Aghanim's Scepter as well as the two extra charges are well worth the cost and you should always consider it at one point or another.
- Shadow Demon suffers from no mobility, so a Force Staff is a perfect choice on him, a typical support item, to either reposition, run away, chase, initiate or save an ally.
- Pipe of Insight gives very good health regeneration. More importantly, it allows Shadow Demon to cast a magic-resistant shield on nearby allies, extending their longevity in teamfights.
- If the slow provided by Demonic Purge is insufficient, a Shiva's Guard will give an additional area-of-effect slow. The Freezing Aura, increased armor, and provided intelligence give Shadow Demon greatly increased sustainability in teamfights.
- The minions summoned by the Necronomicon are useful for pushing towers as well as focusing Soul Catcher's affected target. The strength and intelligence that come with it are an additional boon. Necronomicon's lvl 3 Warrior also has true sight, which is really helpful if enemies have invisible heroes.
- Mekansm Burst health regen and armor, if used correctlyc can instantly turn the tide of teamfights in your favor.
- Eul's Scepter of Divinity enables Shadow Demon to use Cyclone as a second pseudo-banish, as well as providing crucial mana regeneration.
- Blink Dagger is a viable pick in certain situations as good positioning is vital to Shadow Demon, allowing you to stay at the back and avoid possible initiation/focus and, in some situations, even counter-initiate.
- Ghost Scepter provides another defense mechanism that is quite often needed against right-clickers such as Phantom Assassin however it may not be a viable pick against heroes that tend to get a Diffusal Blade.
- Eul's Scepter of Divinity is a similar decent choice, as it gives you an extra purge to work with, which can help remove a Surge or a Guardian Angel. The 20 ms provided by the Wind Lace makes it a good starting item too, and the mana regen is always nice to help you farm with poison.
- Blink Dagger is an unusual choice on Shadow Demon. Though it can help to setup ganks with disruption, don't forget it also gives time to the enemy team to react, most notably on your fragile self. Also the 2.5sec banish might not be enough for your team to follow if they don't have a mobility item of their own. A strong point in favor of Blink Dagger is you can blink out of disruption if you're caught, provided you can wait 0.5sec without taking damage.
- Dagon If you play a core Shadow Demon (in the mid position most likely), as its damage is amplified by soul catcher, plus whatever spell amp you may get from your int stat. As a theoretical scenario, a dagon 5 and three charges of demonic purge amplified add up to 3,000 magical damage before reductions and spell amp (1.5 * (800 + 3 * 400)). The burst damage from dagon is unlikely to be evaded, unlike the slow, build-up damage from poison or demonic purge.
- Scythe of Vyse is extremely strong on Shadow Demon. You can use it immediately after Disruption (no cast time), allowing your illusions to hit their target with ease, and should net a kill for you if you used the rest of your kit. However, as good as it is, don't forget it is extremely expensive and most games will be well over before you manage to farm it.
Gameplay[edit | edit source]
Audio[edit | edit source]
History[edit | edit source]
Equipment[edit | edit source]
Trivia[edit | edit source]
- In Dota, Shadow Demon's hero name was Eredar. This was removed in his transition to Dota 2 to avoid copyright issues with Blizzard as the Eredar are a race of magic wielders from the Warcraft universe.
- Shadow Demon's fun/alternate name was "Giblet", innards of birds that are used in cooking.
- All of his spell sound effects are based on some of his voice lines in the demon language "Ozkavosh". This Play line (" Sa nith icha gluth.") is used for Disruption, the first part of this Play line ("Ozh icha tak izh") is used by Soul Catcher, this Play is used by Shadow Poison and this Play line ("Ozh icha tak lash") is split up into 3 parts and then used by Demonic Purge.
Gallery[edit | edit source]
Low Violence model