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Shadow Fiend

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Shadow Fiend
Shadow Fiend.png
Strength
15 + 2
Agility
20 + 2.9
Intelligence
18 + 2
Level Base 1 16 25
Hit Points 150 435 1043 1727
Mana 0 234 650 1118
Damage 15‒21 35‒41 80‒86 124‒130
Armor -1 1.8 8.17 14.34
Attacks / Second 0.58 0.7 0.97 1.22
Movement Speed 305
Turn Rate 1.0
Sight Range 1800/800
Attack Range 500
Missile Speed 1200
Attack Duration 0.5+0.54
Base Attack Time 1.7
Collision Size 24

Nevermore the Shadow Fiend is a ranged agility Hero possessing abilities that inflict superb burst damage from varying distances. Whether near or far, Shadow Fiend is able to release incredible offensive power, both physical and magical. Shadow Fiend's true power comes from the souls he takes, thus, he is more dangerous every time he kills. With enough souls, he can release all of the captured souls in a devastating burst, dealing more damage to enemies that are closer to him. Shadow Fiend is a carry who is powerful at all stages of the game, a trait most carries don't share. He can harass and conquer early game, gank unsuspecting Heroes during the mid stages, and has huge right-click potential lategame thanks to his passives, although his active abilities scale off by the end-game.

Bio[edit | edit source]

Shadow Fiend Nevermore, the Shadow Fiend
Play "So, you're curious where I come from? There's one easy way to find out for yourself."
Role: Pip carry.png Carry / Pip ganker.png Nuker
Lore: It is said that Nevermore the Shadow Fiend has the soul of a poet, and in fact he has thousands of them. Over the ages he has claimed the souls of poets, priests, emperors, beggars, slaves, philosophers, criminals and (naturally) heroes; no sort of soul escapes him. What he does with them is unknown. No one has ever peered into the Abysm whence Nevermore reaches out like an eel from among astral rocks. Does he devour them one after another? Does he mount them along the halls of an eldritch temple, or pickle the souls in necromantic brine? Is he merely a puppet, pushed through the dimensional rift by a demonic puppeteer? Such is his evil, so intense his aura of darkness, that no rational mind may penetrate it. Of course, if you really want to know where the stolen souls go, there's one sure way to find out: Add your soul to his collection. Or just wait for Nevermore.
Voice: John Patrick Lowrie (Responses)

Gameplay[edit | edit source]

Shadow Fiend is a carry hero who has one of the most massive right clicking potentials in the entire game, although his active abilities will require good positioning, timing and most importantly, practice to maintain their power through the game. As an agility carry, and a nuker, Shadow Fiend can dish out truly frightening amounts of damage consistently, thanks to the fact that, unlike other extremely high damage agility carries like Phantom Assassin, none of Shadow Fiend's abilities depend on luck.

His signature ability, Shadowraze, gives Shadow Fiend the ability to bomb an area of the ground, dealing damage to all units within range, the range potential being up close, middling distance or longer distance; Technically, Shadowraze is in fact 3 abilities in one, as all three distances of it can be used individually without needing to wait for any of the other options to cooldown first - This can make annihilating fragile heroes in the early and mid game very easy if the positioning and timing is correct, while it also allows him to be one of the best creep killers in the game, making him excell in pushes, as well as farming with large snowballing potential. With higher levels (Preferrably whenever Shadowraze is maximized), he can act as a solid jungler as well.

His second ability, Necromastery, is the ability that sets his right clicking prowess into motion - Allowing him to absorb the souls of any enemy he last hits (Including Heroes, in which case he will receive multiple souls) and receive bonus damage (+2 for each soul) for it, being able to hold up to 36 souls. This ability synergizes with his ultimate, Requiem of Souls, which will release all his souls into a wave of energy. He does not, however, lose the souls he has gained by activating it; He will only lose souls by dying, at which occasions he will automatically do a half powered Requiem, allowing to give one last attack, potentially getting revenge on the enemy as soon as he dies. Requiem of Souls requires very good positioning to work efficiently, as the waves of energy will quickly spread out along with their damage, making the attack very situational, benefiting immensely from stuns provided by your teammates or items that allow you to sneakily or quickly put yourself in appropriate positions such as a Blink Dagger and Shadow Blade. If used appropriately however, Requiem of Souls is one of the single most damaging attacks in the entire game, being able to deal up to 2880(2160 after reductions with standard 25% Magic resistance) points of damage, more than enough to immediately kill the vast majority of heroes even at their highest level unless they have a lot of built in strength coupled with health/strength busting items. To make it even more dangerous, is that all units touched by the souls will receive a 5 second long 25% reduction to movement speed and 50% reduction to attack damage, an aspect of it that goes through spell immunity.

His final skill, Presence of the Dark Lord, makes his right-clicking potential even larger, providing a debuff to near enemies by reducing their armor, which is stackable with other armor debuffs. This also means he is a great companion for any physical hero to team up with, as his mere presence will off-handedly increase their power.

Shadow Fiend is very fragile through the early stages of the game, he has average movement speed and no innate escape mechanism whatsoever, making him a very easy target for ganks, which means that map awareness and the ability to know when to retreat or play conservatively is essential for survival, and is highly recommended to stick with teammates often to reduce the chances of being ganked. However, Shadow Fiend is also a very versatile hero who benefits greatly from a wide variety of items, so with a good enough item build, he can become a decent solo, although caution and especially map awareness are still advised.

Shadow Fiend is a semi-hard carry - Meaning he can obtain substantial power from his abilities, but ultimately it will be the items that will make him a force to be reckoned with - Without strong items and his necromastery he has poor right-click power, but he can very easily flip this by collecting souls and obtaining items that increase both his attack speed and damage. In addition to this, being a ranged hero, items such as the Eye of Skadi can create escape mechanisms for him by allowing to slow enemies from a distance and flee to safety if need be, or simply make it easier to catch up to fleeing heroes, the former possibility of which in turn means slow melee heroes with no ranged abilities will have a very difficult time with him. Additionally, lifestealing can be bought and used along items that increase his attack speed, granting potentially very strong survivality. All In all, Shadow Fiend is a character that is easy to learn, but difficult to master - His innate survivability is low, and survivability is crucial to maintain his power to the fullest without needing constant farm, but on the hands of the right players, he will easily be among the most impacting heroes in whatever game he is in.

Abilities[edit | edit source]

Shadowraze (near)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
Q
Z
Shadowraze 3 icon.png
Ability Affects Damage
No Target Enemies Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Time: 0.67+0
Distance: 200
Radius: 250
Damage: 100/175/250/325
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.

Notes:

  • All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others aswell.
  • Shadowraze 3 icon.png Shadowraze (near) blasts a 250 radius area 200 range infront of Nevermore upon cast.
  • This means that it can hit units up to 50 range behind Shadow Fiend, and up to 450 range infront of him.

Shadowraze (medium)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
W
X
Shadowraze 2 icon.png
Ability Affects Damage
No Target Enemies Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Time: 0.67+0
Distance: 450
Radius: 250
Damage: 100/175/250/325
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.

Notes:

  • All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others aswell.
  • This means that it can hit units from 200 to 700 range infront of Shadow Fiend.

Shadowraze (far)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
E
C
Shadowraze icon.png
Ability Affects Damage
No Target Enemies Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Time: 0.67+0
Distance: 700
Radius: 250
Damage: 100/175/250/325
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.

Notes:

  • All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others aswell.
  • Shadowraze icon.png Shadowraze (far) blasts a 250 radius area 700 range infront of Nevermore upon cast.
  • This means that it can hit units from 450 to 950 range infront of Shadow Fiend.

Necromastery
Not blocked by Spell Immunity. Cannot be dispelled. Partially usable by illusions. Not disabled by Break.
D
N
Necromastery icon.png
Ability Affects
Passive Self
Shadow Fiend steals the soul from units he kills, gaining bonus damage. If the killed unit is a hero, he gains 12 souls. On death, he releases half of them from bondage.
Max souls: 15/22/29/36
Attack Damage per Soul: 2
Partially usable by illusions. Illusions start with 0 souls. Illusions can gather souls for themselves, but can't make use of the raw bonus damage.
Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection.

Notes:

  • Despite the visual effects, Shadow Fiend instantly gains the soul and thus the damage of killed units.
  • The number of current souls is visibile on the status buff icon.
  • If Shadow Fiend has an odd number of souls upon death, the number of lost souls will be rounded down (e.g. at 11 souls, he will lose 5.5 -> 5 on death).
  • This means that he never can lose all his souls. He will still have 1 soul when dying while having only 1 soul.
  • The more souls Shadow Fiend has, the more red particles will fly around his chest area.

Presence of the Dark Lord
Not blocked by Spell Immunity. Cannot be dispelled. Can be used by illusions. Disabled by Break.
F
P
Presence of the Dark Lord icon.png
Ability Affects
Aura Enemies
Shadow Fiend's presence reduces the armor of nearby enemies.
Radius: 900
Armor Reduction: 3/4/5/6
Even being near Nevermore eats away at one's soul.

Notes:

  • The armor reduction debuff lingers for 0.5 seconds after getting out of range.
  • Has no effect on enemies that have no vision of Shadow Fiend.

Requiem of Souls
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. Not disabled by Break. Play
R
R
Requiem of Souls icon.png
Ability Affects Damage
No Target Enemies Magical
Shadow Fiend gathers his captured souls to release them as lines of demonic energy. Units near Shadow Fiend when the souls are released can be damaged by several lines of energy. Any unit damaged by Requiem of Souls will have its movement speed and attack damage reduced. Lines of energy are created for every 2 souls captured through Necromastery. Requiem of Souls is automatically cast whenever Shadow Fiend dies, regardless of its cooldown.
Cast Time: 1.67+0.77
Damage Lines Travel Distance: 975/1000/1025
Damage Lines Starting Width: 75/100/125
Damage Lines End Width: 400/425/450
Damage Per Line: 80/120/160
Move Speed Slow: 25%
Attack Damage Reduction: 50%
Debuff Duration: 5
Cooldown 120/110/100 Mana 150/175/200
Not disabled by Break. The passive cast upon death is not disabled by Break.
The captured souls of those past slain are released to ravage their former allies.

Notes:

  • The damaging lines travel at a speed of 700.
  • Shadow Fiend is phased while casting this ability.
  • The damage is entirely based on the amount of souls gathered with Necromastery icon.png Necromastery. Each 2 souls create 1 damaging line.
  • If an odd number of souls are gathered, the number gets rounded down to the next even number.
  • The area of every single damaging line is shaped like a cone.
  • Damaging lines can hit units up to 1375/1425/1475 range away (975+400 / 1000+425 / 1025+450).
  • The distance between each damaging line is always even. One line will always be released towards east and the other lines adapted to that.
    • So the distance between the lines on each amount of lines is:
    • 2 lines: 180°, 3 lines: 120°, 4 lines: 90°, 5 lines: 72°, 6 lines: 60°, 7 lines: 51.43°, 8 lines: 45°, 9 lines: 40°, 10 lines: 36°
    11 lines: 32.73°, 12 lines: 30°, 13 lines: 27.69°, 14 lines: 25.71°, 15 lines: 24°, 16 lines: 22.5°, 17 lines: 21.18°, 18 lines: 20°
  • Requiem of Souls icon.png Requiem of Souls can deal up to 1440/2160/2880 damage to a single unit, if all 18 lines hit.
  • Only reduces base damage and that given by the primary attribute of the units. Raw bonus damage is not reduced.
  • When casting Requiem of Souls out of invisibility, Shadow Fiend will be revealed for the last 0.67 seconds of cast time.
  • However, if the cast gets canceled, he still is invisible and no longer revealed. He loses the invisibility fully when the spell is fully cast.
  • Upon death, Requiem of Souls is cast automatically, however, this happens after 50% of the souls of Necromastery are lost.
  • This means the number of lines of this passive cast are based on the remaining number of souls after the death, resulting in max 9 possible lines.
  • This happens instantly upon his death, doesn't put Requiem of Souls on cooldown, and works if it already is on cooldown.
  • If Shadow Fiend had 1 soul left upon death, it still will release 1 line, despite requiring souls when normally cast.

Recommended Items[edit | edit source]

Explanation:
Starting Items:

  • Tango and Salve provide necessary health regeneration to help you stay in lane.
  • Slippers of Agility compensate for your low starting damage by allowing you to last hit easier in the laning phase.

Early Game:

Core Items:

  • Upgrading the Magic Stick into a Magic Wand will save inventory space and provide a small attribute bonus.
  • Power Treads increase your damage per second and can also be used for extra survivability.
  • Black King Bar provides good HP and damage, but more importantly, can be used to ensure Requiem of Souls is not interrupted.

Situational Items:

  • Shadow Blade can be used for either extra damage or for Requiem of Souls positioning; the invisibility fade time means you won't be visible until you're close to

actually casting Requiem.

  • Assault Cuirass increases your team's DPS and survivability while reducing the other team's DPS and survivability. The armor reduction aura also stacks with Presence of the Dark Lord.
  • Daedalus increases your damage by a considerable amount.
  • Desolator, in combination with a maximized Presence of the Dark Lord reduces an enemy's armor by 13, which means your physical damage goes quite a bit further.
  • Butterfly increases your DPS and makes you much more survivable against enemy carries who are reliant on their physical attacks.
  • Monkey King Bar increases your damage, counters enemies with evasion, and gives your physical attack the ability to interrupt channeling spells.
  • Eye of Skadi grants a massive attribute bonus. The slow will go through spell immunity and stacks with lifesteal damage modifiers.

Equipment[edit | edit source]


Tips[edit | edit source]

  • While laning, try to use Shadowraze icon.png Shadowraze to harass your opponent as well as kill creeps.
  • Use Shadowraze icon.png Shadowraze early if you're having trouble building souls; 100 damage from level 1 Shadowraze icon.png Shadowraze is higher than the 35-41 base attack damage you start with.
  • Shadowraze icon.png Shadowraze and Necromastery icon.png Necromastery should be maxed before leveling Requiem of Souls icon.png Requiem of Souls, as the first one is your main nuke and Requiem doesn't do much damage without full souls.
  • Remember that Necromastery icon.png Necromastery receives souls from all kills, including denies.
  • Skipping Slippers of Agility icon.png Slippers of Agility to instead get Clarity icon.png Clarity potions allows you to last hit using Shadowraze icon.png Shadowraze until you have a decent amount of right-click damage.
  • Wraith Band icon.png Wraith Band can be replaced with a Bracer icon.png Bracer for more health if needed, you can also upgrade it to a Drum of Endurance icon.png Drum of Endurance for added movement speed and attack speed and +9 to all of your attributes.
  • Choosing between Blink Dagger icon.png Blink Dagger and Shadow Blade icon.png Shadow Blade for the use of your ultimate comes down to personal preference. The mobility and positioning that Blink Dagger is intantaneous and overall superior, but it can't be used to position in the middle of a teamfight to cast Requiem of Souls icon.png Requiem of Souls reliably as it does not grant any protection to disables, meaning the player will still require some kind of spell protection before attempting to use it in a crowded fight. Shadow Blade's initiation is generally "safer" and with the unit walking that it provides, the player could potentially "insta gib" a hero on the enemy team while also affecting all the other ones, making a superb initiation, but the method is completely countered by True Sight.
  • In team fights, after you get Blink Dagger icon.png Blink Dagger, let someone else initiate, blink in and cast Requiem of Souls icon.png Requiem of Souls when the opposing team is already concentrated in a small area.
  • Easy jungle creeps take but a few Shadowraze icon.png Shadowrazes to kill and offer an easy way to boost Necromastery icon.png Necromastery in a tough mid lane or after a death. If you become physically weak and cannot risk taking any more damage in the laning phase, you may consider pushing the lane out far enough to let you quickly visit the jungle.
  • Use Shadowraze icon.png Shadowraze to chase melee heroes when they are running in a straight line.
  • At very close ranges, Requiem of Souls icon.png Requiem of Souls can deal massive damage to non-magic immune targets. However, the Slow and damage reduction of the spell both penetrate magic immunity, and are the same at all levels. Unless you really need to kill someone very quickly, it is best to cast Requiem of Souls icon.png Requiem of Souls so that it will hit all enemies instead of doing large damage to just a few.
  • Lifesteal items like Helm of the Dominator icon.png Helm of the Dominator and Satanic icon.png Satanic are very effective on Shadow Fiend icon.png Shadow Fiend, as his large amount of DPS provides suitably large amount of health, granting him much greater survivability in the battlefield.
  • Survivability is essential for Shadow's power early on in the game - Play conservatively and take few risks until Shadow has a decent health pool and his DPS has increased considerably, you'll be all the better for it in the long run.

Trivia[edit | edit source]

  • Shadow Fiend's alternate/fun name in DotA was "YaphetS", a tribute to a professional DotA player who skillfully used Nevermore.
  • Voice responses between Shadow Fiend, Shadow Demon icon.png Shadow Demon and Doom icon.png Doom suggest that he was once a minion or slave of the former. This is supported by Shadow Demon's lore stating that Doom and Shadow Fiend had joined forces against him.
  • The name "Nevermore" likely refers to the poem "The Raven" by Edgar Allen Poe. This is also referenced in his bio.
  • The voice response Play "Never say Nevermore..." is in reference to the James Bond movie "Never say never again".
  • Apart for popular demand by fans, Shadow Fiend's model rework may have also been done to adhere to certain countries' censorship laws, namely the Chinese client.

Update History[edit | edit source]

September 25, 2014 Patch

June 14, 2013 Patch

  • Fixed casting subsequent Shadowraze icon.png Shadowraze's being too slow.

February 07, 2013 Patch

  • Fixed gaining souls while dead.
  • Fixed gaining souls from killing illusions.

October 25, 2012 Patch

October 11, 2012 Patch

May 17, 2012 Patch

May 10, 2012 Patch

April 19, 2012 Patch

April 12, 2012 Patch

  • Updated Shadow Fiend icon.png Shadow Fiend's animations.

January 12, 2012 Patch

October 13, 2011 Patch

  • Nevermore's Requiem of Souls icon.png Requiem of Souls will now properly break him out of invisibility 1 second after the cast has begun.

September 29, 2011 Patch

  • Fixed cast fx/sounds being spammable on nevermore/zeus ultimates

September 23, 2011 Patch

  • Updated Shadow Fiend icon.png Shadow Fiend model.

September 09, 2011 Patch

  • Fixed a bug where if you pressed "stop" or "hold position" while casting certain abilities (such as Shadowraze icon.png Shadowraze), you would resume your previous movement command.

August 06, 2011 Patch

  • Fixed losing charges when reincarning.

August 04, 2011 Patch

  • Changed the turn rates for other heroes to fit better with the new nevermore turn rate values. This should bring the feel of turning closer to DotA. Opened up the action windows such that timing for actions should be unaffected.
  • Nevermore icon and portrait fix.

August 02, 2011 Patch

  • Fixed Requiem of Souls icon.png Requiem of Souls summoning a Balrog of bad perf if nevermore created illusions.

July 22, 2011 Patch

  • Fixed a bug where Requiem of Souls icon.png Requiem of Souls wouldn't hit units that were in the AOE at the start of the spell.

July 16, 2011 Patch

  • Fixed Requiem of Souls icon.png Requiem of Souls opening a rift to the hell and causing the framerate demons to attack clients.

July 08, 2011 Patch

May 26, 2011 Patch

Balance Changelog[edit | edit source]

6.83

  • Increased Shadowraze icon.png Shadowraze damage from 75/150/225/300 to 100/175/250/325.

6.82

  • Increased Necromastery icon.png Necromastery max souls cap from 12/20/28/36 to 15/22/29/36.
  • Requiem of Souls icon.png Requiem of Souls
    • Movement speed and attack damage reduction debuff is now applied to every unit damaged by the lines, instead of independently to units within a 700 radius.
    • Increased movement speed slow from 20% to 25%.

6.81

6.78

  • Requiem of Souls icon.png Requiem of Souls
    • Rescaled movement speed slow from 15%/20%/25% to 20% on each level.
    • Increased attack damage reduction from 15%/20%/25% to 50% on each level.

6.75

Upon dying, half of Shadow Fiend's souls (the amount lost on death) will be released as if Requiem of Souls is cast with those souls. This passive cast happens instantly, does not put the spell on cooldown and works also when the spell is on cooldown.

6.74

  • Necromastery icon.png Necromastery
    • Now grants 6 souls at once upon killing heroes, instead of 1.
    • Increased max souls cap from 8/16/24/32 to 12/20/28/36.

6.73

6.60

6.42

  • Shadowraze icon.png Shadowraze
    • Reduced radius from unknown to 250.
    • Fixed razes damaging wards.

6.40

6.39

  • Shadowraze icon.png Shadowraze
    • Increased radius from unknown to unknown.
    • Reduced manacost from 95/105/115/125 to 75 on each level.

6.21

  • Increased attack range from 450 to 500.

6.20

  • Reduced attack range from 500 to 450.

6.10

6.09b

  • Reduced Necromastery icon.png Necromastery level requirement from 3/6/9/12 to 1/3/5/7.
  • Requiem of Souls icon.png Requiem of Souls
    • Reduced cast time from 2.67 to 1.67.
    • Reduced number of lines from 1 per soul to 1 per 2 souls.
    • No longer releases one extra line regardless of souls count.
    • Increased damage per line from 40/80/120 to 80/120/160.
    • Reduced manacost from 150/200/250 to 150/175/200.
    • Reduced cooldown from 120 on each level to 120/110/100.
    • Now reduces movement speed and attack damage of enemies within a 700 radius upon cast by 15%/20%/25%.

6.09

Requiem of Souls icon.png Requiem of Souls:
Summons evil spirits around you dealing damage to units in the area. Number of spirits is related to the number of souls stored and movement/attack damage reduction is related to the distance from the Shadow Fiend.
Cast time: 2.67 seconds
Number of spirits: Equal to number of gathered souls with Necromastery + 1
Spirits travel distance: 975/1000/1025
Damage per spirit: 40/80/120
Manacost: 150/200/250
Cooldown: 120
Notes: The spirits spawn around Shadow Fiend, evenly aligned depending on the number of souls he has, and then travel away from him, damaging any enemy they hit. This ability does nothing if Necromastery isn't leveled.

6.07

  • Increased Agility agility gain from 2.2 to 2.4.
  • Necromastery icon.png Necromastery now loses 50% of the stored souls upon death, instead of 100%.

6.06

Old Presence of the Dark Lord icon.png Presence of the Dark Lord:
The presence of such horrible creature terrifies nearby enemies, slowing their attacks.
Radius: 500
Attack speed reduction: 5/10/15/20
New Presence of the Dark Lord icon.png Presence of the Dark Lord:
The presence of such horrible creature terrifies nearby eneemies, reducing their armor.
Radius: 500
Armor reduction: 1/2/3/4

6.05

  • casting Shadowraze icon.png Shadowraze no longer causes Shadow Fiend to forget his previous orders.

6.03

  • Reduced attack range from 550 to 500.
  • Shadow Fiend is no longer allowed to build a Manta Style icon.png Manta Style.
  • Increased Necromastery icon.png Necromastery level requirement from 1/3/5/7 to 3/6/9/12.
  • Reduced Dark Flames damage per interval from 6/12/21 to 4/10/17.

6.02

  • Fixed Necromastery icon.png Necromastery's souls cap being at 30 on each level, instead of 8/15/23/30.

6.00

  • Created

Replaced abilities[edit | edit source]

Dark Flames
Blocked by Spell Immunity. Cannot be dispelled. Can be used by illusions.
R
D
Unknown icon.png
Ability Affects Damage
Toggle Enemies Magical
Creates a group of six orbiting flames that deal damage to all who approach. Their distance can be adjusted, dealing less damage the further they are.
Cast Time: 0+0
Minimum Distance: 100
Maximum Distance: 700
Collision Radius: 100
Hero Damage Interval: 0.4
Non-Hero Damage Interval: 0.2
Damage per Interval: 4/10/17

Notes:

  • Upon learning, 6 fire balls are summoned instantly around Shadow Fiend, forming a 100 radius circle. The distance between the balls are even.
  • The balls spin around Shadow Fiend counter-clock wise and complete a revolution every 2 seconds regardless of their distance to Shadow Fiend.
  • This means their angular velocity is constant, meaning that the balls move faster when further away from Shadow Fiend.
  • Does not interrupt Shadow Fiend's channeling spells upon toggling.
  • When toggling on, the balls start moving away from Shadow Fiend, up to 700 range away, and then start returning to him to a minimum of 100 range.
  • This repeats until the ability is toggled off, or when Shadow Fiend dies.
  • The balls move at a constant speed of 140, away and towards Shadow Fiend. It takes 5 seconds for them to reach max/min distance.
  • Every enemy unit who comes within 100 range of a ball gets damaged. The damage intervals are twice as long on heroes as they are on non-heroes.
  • However, the damage per instance is same. This means it effectively deals twice as much damage to non-heroes.
  • The damage radius of every orb fully stack, meaning if a unit is within range of for example 3 orbs, it will take damage from 3 orbs.
  • Upon death, the balls disappear until respawning. However, they do not disappear when being revived by an Aegis of the Immortal icon.png Aegis of the Immortal.
  • Though illusions have fully functional Dark Flames, Shadow Fiend was disallowed to own a Manta Style icon.png Manta Style (the Illusion Rune did not exist back then).


Presence of the Dark Lord (pre 6.06)
Not blocked by Spell Immunity. Cannot be dispelled. Can be used by illusions.
F
P
Presence of the Dark Lord icon.png
Ability Affects
Aura Enemies
The presence of such a horrible creature terrifies nearby enemies, slowing their attacks.
Radius: 500
Attack speed reduction: 5/10/15/20
Even being near Nevermore eats away at one's soul.

Notes:

  • The debuff lingers for 2-4 seconds.

Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]