Shadow Fiend

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Shadow Fiend
Shadow Fiend.png
15 + 2
20 + 2.9
18 + 2
Level Base 1 16 25
Health 200 500 1140 1860
H. Regen 0.5 0.95 1.91 2.99
Mana 50 266 650 1082
M. Regen 0.01 0.73 2.01 3.45
Damage 15‒21 35‒41 80‒86 124‒130
Armor -2 0.86 7.36 13.66
Spell Dmg 0% 1.13% 3.13% 5.38%
Att / Sec 0.58 0.7 0.97 1.22
Movement Speed 315
Turn Rate 1.0
Vision Range 1800/800
Attack Range 500
Projectile Speed 1200
Attack Animation 0.5+0.54
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24
Legs 0

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 of the game, 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: Carry Carry / Nuker 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 excel in pushes, as well as farming with large snowballing potential. With higher levels (preferably 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 seconds 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, lifesteal can be bought and used along items that increase his attack speed, granting potentially very strong survivability. 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)
Does not pierce Spell Immunity. Play
Shadowraze (Near) 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 Animation0.67+0
Distance: 200
Radius: 250
Damage: 100/175/250/325
Cooldown 10
Mana 90
Debuff Shadowraze Counter: Dispellable with any dispel.
Nevermore's trademark for harvesting souls.


  • All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others as well.
  • Shadowraze (Near) blasts a 250 radius area 200 range in front of Nevermore upon cast.
    • This means that it can hit units up to 50 range behind Shadow Fiend, and up to 450 range in front of him.
  • All three razes together can deal up to 300/525/750/975 damage to a single unit (before reductions), if all of them hit.
  • The Shadowraze Counter debuff placed on heroes is used to count successive Shadowraze hits. It lasts for 3 seconds.
    • Although only the Demon Eater cosmetic item makes use of it, the counter is always placed.

Shadowraze (Medium)
Does not pierce Spell Immunity. Play
Shadowraze (Medium) 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 Animation0.67+0
Distance: 450
Radius: 250
Damage: 100/175/250/325
Cooldown 10
Mana 90
Debuff Shadowraze Counter: Dispellable with any dispel.
Nevermore's trademark for harvesting souls.


  • Shadowraze (Medium) blasts a 250 radius area 450 range in front of Nevermore upon cast.
    • This means that it can hit units from 200 to 700 range in front of Shadow Fiend.

Shadowraze (Far)
Does not pierce Spell Immunity. Play
Shadowraze (Far) 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 Animation0.67+0
Distance: 700
Radius: 250
Damage: 100/175/250/325
Cooldown 10
Mana 90
Debuff Shadowraze Counter: Dispellable with any dispel.
Nevermore's trademark for harvesting souls.


  • Shadowraze (Far) blasts a 250 radius area 700 range in front of Nevermore upon cast.
    • This means that it can hit units from 450 to 950 range in front of Shadow Fiend.

Partially usable by illusions. Disabled by Break. Pierces Spell Immunity.
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: 18/24/30/36 (Can be Improved by Aghanim's Scepter. 22/30/38/46)
Attack Damage per Soul: 2
Disabled by Break. Prevents gaining new stacks. Already existing stacks still provide bonus damage.
Partially usable by illusions. Illusions start with 0 souls. Illusions can gather souls for themselves, but cannot make use of the raw bonus damage.
Can be Improved by Aghanim's Scepter. Increases max souls.
Buff Necromastery: Undispellable.
Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection.


  • Can get souls from every unit, including wards and allies, excluding buildings.
  • Despite the visual effects, Shadow Fiend instantly gains the soul and thus the damage of killed units.
  • The number of current souls is visible on the status buff icon.
  • If Shadow Fiend has an odd number of souls upon death, the number of lost souls is rounded down.
    • This means that he never can lose all his souls. He still keeps 1 soul, even when dying while only having 1 soul.
  • The more souls Shadow Fiend has, the more red particles fly around his chest area.
  • The maximum possible amount of souls with each level of Necromastery provides 36/48/60/72 (Can be Improved by Aghanim's Scepter. 44/60/76/92) bonus damage.
  • The extra souls from Aghanim's Scepter icon.png Aghanim's Scepter do affect the number of lines created by Requiem of Souls icon.png Requiem of Souls​.
    • It effectively increases the number of possible lines from 9/12/15/18 to 11/15/19/23.
    • When dropping Aghanim's Scepter, Shadow Fiend keeps his souls even when having more than the default allowed amount.
    • This means Requiem of Souls still releases more lines even when not holding the Scepter.
    • However, the attack damage bonus adapts immediately and does not account the extra souls when not holding the Scepter.

Presence of the Dark Lord
Can be used by illusions. Disabled by Break. Pierces Spell Immunity.
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
Debuff Presence: Undispellable.
Even being near Nevermore eats away at one's soul.


  • 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 (although it still shows a debuff icon on them).

Requiem of Souls
Not disabled by Break. Pierces Spell Immunity. Play
Requiem of Souls icon.png
Ability Affects Damage
No Target Enemies
(Can be Improved by Aghanim's Scepter. Self)
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 Animation1.67+0.77
Damage Lines Travel Distance: 1000
Damage Lines Starting Width: 125
Damage Lines End Width: 425
Damage per Line: 80/120/160
Damage & Heal per Line on Return: 0/0/0 (Can be Improved by Aghanim's Scepter. 32/48/64)
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.
Can be Improved by Aghanim's Scepter. Causes Requiem of Souls to return back to Shadow Fiend. The wave back to Shadow Fiend deals less damage, but heals Shadow Fiend for all the damage it dealt.
Buff Requiem Invis Break: Undispellable.
Debuff Requiem: Dispellable with any dispel.
The captured souls of those past slain are released to ravage their former allies.


  • The damaging lines travel at a speed of 700, taking 1.43 seconds to reach the max distance.
  • 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 1425 range away (1000 travel distance + 425 end width).
  • The distance between the damaging lines is always even. One line is always released towards east and the others adapt accordingly.
    • 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°
    (Can be Improved by Aghanim's Scepter. 19 lines: 18.95°, 20 lines: 18°, 21 lines: 17.14°, 22 lines: 16.36°, 23 lines: 15.65°)
  • Only reduces base damage and that given by the primary attribute of the units. Bonus attack damage is not reduced.
  • Can deal up to 1440/2160/2880 (Can be Improved by Aghanim's Scepter. 1840/2760/3680) damage to a single unit (before reductions), if all lines hit.
  • Upon death, Requiem of Souls is cast automatically and instantly, regardless of mana and cooldown.
    • Shadow Fiend first loses 50% of his souls before this happens. So this passive requiem can only have 9 (Can be Improved by Aghanim's Scepter. 11) lines at max.
    • If Shadow Fiend had 1 soul left upon death, it still releases 1 line, despite requiring at least 2 souls when normally cast.
    • When dying while holding Aegis of the Immortal icon.png Aegis of the Immortal no passive Requiem of Souls is released.
  • When having Aghanim's Scepter icon.png Aghanim's Scepter, after reaching their max distance, each line starts moving back to Shadow Fiend.
    • Despite the visual effects, the lines do not "respawn" around Shadow Fiend. They start moving back exactly where they stopped.
    • The lines return to Shadow Fiend's current location, not to the location he originally cast the spell from.
    • The lines do not adapt to new locations if Shadow Fiend moves. Once they started to return, their path cannot be further altered.
    • The max travel distance applies to the lines also upon returning, meaning they travel a total distance of 2000.
    • The width of the lines is reversed upon returning: They start with maximum width and get thinner towards the end.
    • Lines from the passive Requiem of Souls released on death do not return.
    • The returning lines deal 40% damage. They hit all units regularly like the expanding lines and also apply the debuff.
  • The returning lines can deal up to 736/1104/1472 damage to a single unit (before reductions), if all lines hit.
    • Together with the expanding lines, Requiem of Souls can deal up to 2576/3864/5152 damage to a single unit (before reductions).
  • The heal is only based on the damage dealt by the returning lines, not by the initial expanding lines.
  • Only heals from damage dealt to heroes, including illusions. The heal is applied as soon as the lines stop moving.
  • Always heals for 32/48/64 health per hit, regardless of how much damage the lines actually did.

Recommended items[edit | edit source]

Starting Items:

  • Tango icon.png Tango and Healing Salve icon.png Healing Salve provide the necessary health regeneration to help you staying in lane.
  • Slippers of Agility icon.png Slippers of Agility compensate for your low starting damage by allowing you to last hit easier in the laning phase. The more last hits you get, the stronger you become, so this is important.

Early Game:

Core Items:

  • Upgrading the Magic Stick icon.png Magic Stick into a Magic Wand icon.png Magic Wand will save inventory space and provide a small attribute bonus.
  • Power Treads icon.png Power Treads increase your damage per second and can also be used for extra survivability.
  • Black King Bar icon.png Black King Bar provides good HP and damage, but more importantly, can be used to ensure Requiem of Souls icon.png Requiem of Souls​ is not interrupted.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity You can cyclone an enemy hero, stand under the cyclone then use Requiem of Souls icon.png Requiem of Souls​ to insta-pop most heroes in the early-mid game. It's also a great counter to heroes who rely on Blink Dagger icon.png Blink Dagger to get away since enemy heroes will take 50 damage upon landing.

Situational Items:

  • 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.
  • Shadow Blade icon.png Shadow Blade can be used for either extra damage or for Requiem of Souls icon.png Requiem of Souls​ positioning; the invisibility fade time means you won't be visible until you're close to actually casting Requiem. Using this item and getting directly on top of an enemy and unleashing your ultimate will usually lead to a one-hit kill.
  • Assault Cuirass icon.png 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 icon.png Presence of the Dark Lord​.
  • Daedalus icon.png Daedalus increases your damage by a considerable amount. It also scales well into the lategame.
  • Desolator icon.png Desolator, in combination with a maximized Presence of the Dark Lord icon.png Presence of the Dark Lord​ reduces an enemy's armor by 13, which means your physical damage goes quite a bit further. Combined with a Daedalus, this can melt enemies very quickly.
  • Butterfly icon.png Butterfly increases your DPS and makes you much more survivable against enemy carries who are reliant on their physical attacks.
  • Monkey King Bar icon.png Monkey King Bar increases your damage, counters enemies with evasion, and gives your physical attack the ability to interrupt channeling spells.
  • Eye of Skadi icon.png Eye of Skadi grants a massive attribute bonus. The slow will go through spell immunity and stacks with lifesteal damage modifiers. This also ensures enemies cannot kite you too easily.

Tips[edit | edit source]

  • While laning, try to use Shadowraze (Medium) icon.png Shadowraze​ to harass your opponent as well as kill creeps. This is much more efficient than just doing one or the other.
  • Use Shadowraze (Medium) icon.png Shadowraze​ early if you're having trouble building souls; 100 damage from level 1 Shadowraze (Medium) icon.png Shadowraze​ is much higher than the 35-41 base attack damage you start with.
  • Shadowraze (Medium) 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. If you are in a pinch, however, levelling Requiem of Souls icon.png Requiem of Souls​ earlier can be useful.
  • Remember that Necromastery icon.png Necromastery​ receives souls from all kills, including denies. This, however, doesn't mean you should prioritize denies over last hits.
  • Skipping Slippers of Agility icon.png Slippers of Agility to instead get Clarity icon.png Clarity potions allows you to last hit using Shadowraze (Medium) icon.png Shadowraze​ until you have a decent amount of right-click damage.
  • 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 instantaneous 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 (Medium) icon.png Shadowraze​s 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 (Medium) icon.png Shadowraze​ to chase melee heroes when they are running in a straight line. Remember it also has a small area of effect.
  • 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 a 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.

Gameplay[edit | edit source]

Audio[edit | edit source]

History[edit | edit source]

Equipment[edit | edit source]

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.

Gallery[edit | edit source]

References[edit | edit source]