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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 1 16 25
Hit Points 435 1043 1727
Mana 234 650 1118
Damage 35‒41 80‒86 124‒130
Armor 1.8 8.17 14.34
Attacks / Second 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
Cast Duration 0.67+0.4
Base Attack Time 1.7

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, set out and kill unsuspecting Heroes during the mid stages, and unleash more power and dominate other Heroes late game.

Contents

[edit] Bio

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: 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 Shadow Fiend 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)

[edit] Abilities

Shadowraze (near)
Blocked by Magic 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.
Range: 200
Radius: 250
Damage: 75/150/225/300
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.

Notes:

  • When Shadowraze is learned, three independent abilities will be given to Shadow Fiend, each one casting a Shadowraze at a specific distance in front of him. The cooldowns are not shared.

Shadowraze (medium)
Blocked by Magic 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.
Range: 450
Radius: 250
Damage: 75/150/225/300
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.

Notes:

  • When Shadowraze is learned, three independent abilities will be given to Shadow Fiend, each one casting a Shadowraze at a specific distance in front of him. The cooldowns are not shared.

Shadowraze (far)
Blocked by Magic 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.
Range: 700
Radius: 250
Damage: 75/150/225/300
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.

Notes:

  • When Shadowraze is learned, three independent abilities will be given to Shadow Fiend, each one casting a Shadowraze at a specific distance in front of him. The cooldowns are not shared.

Necromastery
Partially usable by illusions.
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.
Maximum souls: 12/20/28/36
Bonus damage per soul: 2
Partially usable by illusions. Illusions start with 0 souls and can collect souls of their own by landing last-hits. However, illusions do not benefit from raw +damage, so this mechanic has no practical purpose. Note that these souls are not transferred to the original Shadow Fiend.
Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection.

Notes:

  • Denies, neutral creeps, wards, and buildings also provide bonus damage through Necromastery.
  • The soul (with its 500 movement speed) must reach Nevermore before providing its bonus damage.
  • The more souls Shadow Fiend has, the more powerful Requiem of Souls will be.

Presence of the Dark Lord
Not blocked by Magic Immunity. Can be used by illusions.
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:

  • Fully stacks with other armor reduction abilities and auras (like Amplify Damage, Gush, etc.).

Requiem of Souls
Partially blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
R
R
Requiem of Souls icon.png
Ability Affects Damage
No Target Enemies Magical
Captured souls are used to deal massive damage, as well as slowing and reducing the attack damage of nearby enemy units. Requiem of Souls creates one wave of damage for every 2 souls stored by Necromastery. The closest enemy units are hit the hardest. Requiem of Souls has a 1.67 second cast time before it is activated. Requiem of Souls is automatically cast when Shadow Fiend dies, independent of its cooldown.
Damage Radius: 1375/1425/1475
Damage Per Line: 80/120/160
Slow Radius: 700
Slow Duration: 5
Slow: 20%
Damage Reduction: 50%
Damage Reduction Duration: 5
Cooldown 120/110/100 Mana 150/175/200
Partially blocked by Magic Immunity. Blocks damage but not debuffs
The captured souls of those past slain are released to ravage their former allies.

Notes:

  • The amount of damage dealt is related to the number of souls captured with Necromastery: Requiem of Souls generates damaging lines around Nevermore, 1 per 2 souls stored, for a maximum of 18 lines. If you have an odd number of souls the number of waves generated is that number -1.
  • Reduces both movement speed and attack damage of units in a 675 radius, but each wave created can hit units up to 1700 units away, if well aimed.
  • Only reduces base damage and that given by the primary attribute of the units. Raw bonus damage is not reduced.
  • This ability can give full damage if Shadow Fiend is in the very centre of the body of the enemy by using Shadow Blade or Phase Boots.
  • This ability breaks invisibility a short time before it's released.
  • When using Shadow Blade Shadow Fiend will not get revealed during the cast time. (Does not work with "Invisibility Rune")
  • This ability will not use mana or go on cooldown unless the cast is completed.
  • The on-death cast of Requiem of Souls is instant.

[edit] Recommended items

Explanation:

  • Purchasing Slippers of Agility at the start of the game help compensate for your low starting damage.
  • Getting a Magic Stick will help supplement casting Shadowraze.
    • Upgrading the Magic Stick into a Magic Wand will save inventory space and help compensate further for your low starting damage; the extra five stored charges also equate to more freedom to cast Shadowraze.
  • Ring of Aquila will give you decent early stats, but more importantly, the mana regen means you can cast Shadowraze more often.
  • Power Treads increase your damage per second and can also be used for extra survivability.
  • Blink Dagger can be used to get close enough for Shadowraze, or to position yourself for a Requiem of Souls.
  • Black King Bar provides good HP and damage, but more importantly, can be used to ensure Requiem of Souls is not interrupted.
  • 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 Butterfly or Heaven's Halberd, and gives your physical attack the ability to interrupt channeling spells.

[edit] Tips

  • While laning, try to use Shadowraze to harass your opponent as well as kill creeps.
  • Use Shadowraze early if you're having trouble building souls; 75 damage from level 1 Shadowraze is higher than the 35-41 base attack damage you start with.
  • Shadowraze and Necromastery should be maxed before leveling Requiem of souls, as the first one is your main nuke and Requiem doesn't do much damage without full souls.
  • Remember that Necromastery receives souls from all kills, including denies.
  • Skipping Slippers of Agility to instead get Clarity potions allows you to last hit using Shadowraze until you have a decent amount of right-click damage.
  • Wraith Band can be replaced with a Bracer for more health if needed, you can also upgrade it to a Drum of Endurance for added movement speed and attack speed and +9 to all of your attributes.
  • Blink Dagger is usually built to help position your Requiem and Razes, and it also functions well as an escape/chasing mechanism. Shadow Blade is easier to build and a simpler alternative, but lacks the instant initiation like a blink dagger will do; it is also countered with invisibility detection.
  • In team fights, after you get Blink Dagger, let someone else initiate, blink in and cast Requiem when the opposing team is already concentrated in a small area.
  • Easy jungle creeps take but a few Shadowrazes to kill and offer an easy way to boost 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 to chase melee heroes when they are running in a straight line.

[edit] Trivia

  • 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 Shadow Demon, and Doom Doom suggest that he was once a minion or slave of the latter.
  • The name "Nevermore" likely refers to the poem "The Raven" by Edgar Allen Poe. This is also referenced in his bio.
  • The voice response "Never say Nevermore" is in reference to the James Bond movie "Never say never again".

[edit] Update history

June 14, 2013 Patch

  • Fixed casting subsequent Shadowraze icon.png Shadowrazes 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

  • Added additional dialog for Earthshaker, Pudge, Storm Spirit, Shadow Fiend, and Doombringer.

May 10, 2012 Patch

  • Fixed Requiem of Souls travel distance being too small.
  • Fixed base HP regeneration (0.25->0.5).

April 19, 2012 Patch

  • Updated Nevermore's Requiem of Souls.
  • Added an effect for Nevermore's Necromastery.
  • [Undocumented] Updated the particle effect for Shadow Fiend's Requiem of Souls.

April 12, 2012 Patch

  • Updated Nevermore's animations.

January 12, 2012 Patch

  • Fixed Presence of the Dark Lord not working on siege units.

October 13, 2011 Patch

  • Nevermore's 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 Nevermore model.

September 09, 2011 Patch

  • Fixed a bug where if you pressed "stop" or "hold position" while casting certain abilities (such as Nevermore's Shadow Raze), 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 Dota1. 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 summoning a Balrog of bad perf if nevermore created illusions.

July 22, 2011 Patch

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

July 16, 2011 Patch

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

July 08, 2011 Patch

  • Fixed positioning of Nevermore's Requiem projectiles.
  • Armor reduction from Nevermore's Presence is not applied if you can't see Nevermore.
  • Optimized Requiem's network usage. It should use 10% of the bandwidth it used before when creating all the projectiles/effects.

May 26, 2011 Patch

  • 3 New Heroes! Nevermore, Enchantress. and Leshrac.

[edit] Balance changelog

6.81

6.78

  • Requiem of Souls icon.png Requiem of Souls
    • Slow rescaled from 15/20/25% to 20%.
    • Damage reduction increased from 15/20/25% to 50%.

6.75

Upon dying half of Shadow Fiend's souls (the amount lost on death) will be released as if you had cast Requiem of Souls with those souls. This cast doesn't put the spell on cooldown and will trigger if it is on cooldown. It is now a passive component of the ability.

6.74

  • Necromastery icon.png Necromastery now gives 6 souls for killing a hero (instead of 1).
  • Necromastery icon.png Necromastery soul count increased from 8/16/24/32 to 12/20/28/36.

6.73

  • Movement speed increased from 300 to 305.
  • Agility growth increased from 2.4 to 2.9.
  • Necromastery icon.png Necromastery soul cap increased from 8/15/23/30 to 8/16/24/32.

6.60

6.42

  • Reduced Shadowraze AOE

6.40

  • Increased Shadow Fiend's movement speed
  • Improved Presence of the Dark Lord AOE

6.39

  • Reduced mana cost and slightly increase AOE on Shadowraze

6.20

  • Nevermore's attack range from 500 to 450

6.10

  • Slightly increased the speed that the souls come out in Requiem of souls

6.09b

  • Improved Requiem of Souls a little and added a secondary effect
  • Changed the learn skip for necromastry so its like his other skills.

6.09

  • Changed Dark Flame to a new ability

6.07

  • Nevermore maintains half Necromastery damage on death.
  • Few other minor buffs to Nevermore

6.05

  • Rebased Shadowraze to not cancel previous action

[edit] Gallery

[edit] See also