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Shadow Shaman

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Shadow Shaman
Shadow Shaman.png
Strength
19 + 1.6
Agility
16 + 1.6
Intelligence
21 + 3
Level 1 16 25
Hit Points 511 1005 1613
Mana 273 884 1469
Damage 47‒54 94‒101 139‒146
Armor 1.24 4.88 9.42
Attacks / Second 0.68 0.83 1.02
Movement Speed 285
Turn Rate 0.4
Sight Range 1800/800
Attack Range 500
Missile Speed 900
Attack Duration 0.3+0.5
Cast Duration 0.3+1.07
Base Attack Time 1.7
Collision Size 24

Rhasta the Shadow Shaman is a ranged intelligence Hero mostly used as a pusher and disabler, wielding abilities that make pushing lanes more efficient. When his abilities are used in intelligent combos he has one of the longest disables in game. He is also capable of disabling multiple enemy heroes, allowing him to initiate encounters as well. Though very supportive in nature, until the late game Rhasta is capable of killing lone enemy heroes with the use of his entire skill set; meaning he is more difficult to gank than most other supports. Playing Rhasta well requires good knowledge of target priority and timing; and some minor micromanagement. His peak is mid-game, but he can continue to wreak havoc on enemies all throughout the match.

Bio[edit]

Shadow Shaman Rhasta, the Shadow Shaman
Play "I am the intermediary between life and death."
Role: Pip pusher.png Pusher / Pip disabler.png Disabler / Pip ganker.png Nuker / Pip roamer.png Support
Lore: Born in the Bleeding Hills, Rhasta was just a starving youngling when picked up by a travelling con-man. For two pins of copper, the old con-man would tell your fortune. For three, he’d castrate your pig, for five, he’d circumcise your sons. For a good meal, he’d don his shaman garb, read from his ancient books, and lay a curse upon your enemies. His strange new youngling, part hill troll, part…something else, worked as assistant and lent an air of the exotic to the con-man’s trade.

Always one step ahead of cheated customers, one town ahead of a pursuing patronage, the two trekked across the blighted lands until one day the con-man realized that the little youngling could actually do what he only pretended at. His ward had a gift—a gift that customers valued. And so the youngling Rhasta was thrust before the crowds, and the trade-name Shadow Shaman was born. The two continued from town to town, conjuring for money as Shadow Shaman’s reputation grew. Eventually, the pair’s duplicitous past caught up with them, and they were ambushed by a mob of swindled ex-clients. The con-man was slain, and for the first time, Rhasta used his powers for darkness, massacring the attackers. He buried his beloved master, and now uses his powers to destroy any who would seek to do him harm.
Voice: Gary Schwartz (Responses)

Abilities[edit]

Ether Shock
Blocked by Spell Immunity. Partially blocked by Linken's Sphere. Play
Q
R
Ether Shock icon.png
Ability Affects Damage
Target Unit Enemies Magical
Creates a cone of ethereal energy that strikes multiple enemy units.
Cast Range: 600
Starting Radius: 200
Max Distance: 500
End Radius: 300
Number of Targets: 1/3/5/7
Damage: 140/200/260/320
Cooldown 8 Mana 95/105/135/160
Partially blocked by Linken's Sphere. Blocked completely if Linken's holder is primary target. Not blocked for secondary targets.
Originally used to open shows with the travelling con-man, Rhasta's lightning display shocks adversaries in more ways than one.

Notes:

  • can hit units up to 1000 range away (200 starting radius + 500 distance + 300 end radius).
  • The complete area is shaped like a cone infront of Shadow Shaman.
  • Unlike other cone-shaped spells, this one starts traveling at the edge of the starting radius instead from center.

Hex
Blocked by Spell Immunity. Blocked by Linken's Sphere. Can be purged. Play
W
D
Hex (Shadow Shaman) icon.png
Ability Affects
Target Unit Enemies
Transforms an enemy unit into a harmless creature, disabling their attacks and abilities.
Cast Range: 500
Duration: 1.25/2/2.75/3.5
Cooldown 13 Mana 110/140/170/200
Rhasta often ended performances by turning himself into a chicken - now, the humiliation is shared.

Notes:

  • Hex (Shadow Shaman) icon.png Hex has an instant cast time.
  • Since it only changes the base movement speed and doesn't slow in that sense, all speed increasing effects apply. A hexed unit with Boots of Speed icon.png Boots of Speed has 150 move speed.
  • Hex instantly destroys illusions, but not summoned units.
  • Shadow Shaman's hex transforms the target into a Play chicken.

Shackles
Blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
E
E
Shackles icon.png
Ability Affects Damage
Target Unit / Channeled Enemies Magical
Magically binds an enemy unit so that it cannot move or attack, while dealing damage over time.
Cast Range: 400
Max Channel Time: 2.75/3.5/4.25/5
Damage per Second: 40
Cooldown 16 Mana 140/150/160/170
A self-defense incantation, Rhasta developed shackles after his master was slain in the Bleeding Hills.

Notes:

  • Checks for invisibility on the target once upon cast. If it is invisible (this includes fade time), it will also provide true sight over it.
  • Deals 4 damage in 0.1 second intervals, starting immediatly as the channeling begins, resulting in 28/35/43/50 damage ticks.
  • Can deal up to 112/140/172/200 damage (before reductions).
Mass Serpent Ward
Shadow Shaman Mass Serpent Ward.png
Duration 45
Hit Points 135/150/150
Damage 40-45/55-60/70-75
(85-90/105-110/
125-130*)
(Piercing damage)
Armor 0
Collision size 8
Sight Range 1200/800
Attack Range 600
Missile Speed 900
Attack Duration 0.3+0.4
Base Attack Time 1.5
Bounty 26-38
Experience 31
Notes Unit type: ward

Abilities:
Splash damage

Mass Serpent Ward
Partially blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
R
W
Mass Serpent Ward icon.png
Ability Affects Damage
Target Point Enemies Physical / Magical
Summons 10 Serpent Ward to attack enemy units and structures. The wards are immune to magic, and have a small area of splash damage that increases per level.
Cast Range: 550
Number of Wards: 10
100% Splash Radius: 50/75/80
40% Splash Radius: 75/100/110
20% Splash Radius: 150/200/220
Duration: 45
Cooldown 120 Mana 200/350/600
Partially blocked by Spell Immunity. The Splash damage is blocked.
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases ward damage.
Snake charming was a big part of the Shadow Shaman's act; now Rhasta can empower the Snakes to do his bidding.

Notes:

  • The wards are always summoned in the same formation.
    • 8 wards are forming a 3x3 square around the targeted point. The center of the square is empty. The square fits in a 90 radius circle.
    • The last 2 wards are placed at the top left and right corner of the sqaure, sticking out to the left and the right of it.
    • All 10 wards are placed with 22 a range distance from each other. Together with their collision size, the gap inbetween each ward is 6.
    • This means that any unit trapped within the center of the square cannot move out, unless it is phased.
    • The wards' facing angle is set equal to Shadow Shaman's Facing angle upon cast.
  • The serpent wards will automatically attack the closest enemy unit within their attack range.
  • It is possible to manually select an attack target for the serpent wards.
  • It is also possible to stop them from attacking by ordering them to stop, however this only works when the auto-attack option is turned off.
  • Serpent Wards have a lower target priority than other units and heroes, so they are attacked by towers and creeps as last.
  • The serpent wards attack damage type is physical, while the splash deals magical damage. Both are sourced to the wards, and not to Shadow Shaman.
  • The serpent wards attack damage is not reduced by damage block abilities.
  • This is how much damage all 10 wards deal with their splash in the areas around the attack target (before reductions):
    • 100% splash:400-450/550-600/700-750 (850-900/1050-1100/1250-1300*) damage
    • 40% splash: 160-180/220-240/280-300 (340-360/380-400/500-520*) damage
    • 20% splash: 80-90/110-120/140-150 (170-180/190-200/250-260*) damage

Recommended item[edit]

Explanation:

  • Multiple Clarities in early game will prevent having low mana in an emergency, which, for an Intelligence hero, is a nightmare.
  • A Bracer will make Rhasta more tanky, which is something he needs badly as he is very delicate.
  • Arcane Boots will help replenish mana; Rhasta tends to cast his spells as a combo so he tends to have his mana run out very quickly.
  • Blink Dagger will help him position and escape.
  • Refresher Orb allows for two instances of Mass Serpent Wards, which is hugely useful for siege damage and encounters.
  • Bloodstone alleviates his huge mana expenditure and gives him 500 health and decent HP regen. Having a Bloodstone together with Aghanim's Scepter makes him deceptively tanky.
  • Shiva's Guard makes him much more difficult to kill and prevents enemy escapes.
  • A Necronomicon synergises well with his disables and greatly augments his ganking and pushing power.

Equipment[edit]


Tips[edit]

  • Euls Scepter of Divinity is a commonly built item, used in conjunction with Mass Serpent Wards. Catching an enemy hero in a cyclone gives you ample time to place the Serpent Wards around the hero, trapping it. You can then further disable the hero by using Shackles.
  • Shackles is a channeling spell. Enemy units and heroes can interrupt Rhasta with stuns and disables, when he is holding enemy down. It's better to use it when your target is alone.
  • Always cancel the backswing animation after casting your spells, as Rhasta's animations are quite lengthy.
  • Necronomicon is an ideal choice to attack your enemy while you're shackling it. Together with your Serpent Wards and the Necronomicon's Summons, the kill is almost guaranteed.
  • Rhasta's spells have a very high mana cost. Build up your mana pool and mana regeneration with items or you may find yourself unable to cast anything in critical situations.
  • A useful trick when going one-on-one with an opponent is to summon your Mass Serpent Ward near or behind the enemy and then hold them in place with your Shackles spell. If mana will allow, using Hex will give you a few seconds to set this up uninterrupted.
  • Rhasta's Mass Serpent Wards can be commanded. Beginners often neglect to control them, but even if Rhasta is dead he can have a big impact on a fight with intelligent use of his wards.
  • Medallion of Courage is a very useful item, as his Mass Serpent Wards deal physical damage.

Trivia[edit]

  • The name Rhasta is based on the Rastafarians, a follower of a religious movement in Jamaica known as Rastafari. In DotA, his hero model and dialogue had a strong Jamaican influence and style. But in Dota 2, his theme and style has undertaken a more Native American influence, mostly evident in his attire and accent.
  • Rhasta is also a Persian name and word that means "truth" or "path".

Update history[edit]

December 17, 2014 Patch Update 5

  • Fixed the damage source of the Mass Serpent Ward icon.png Mass Serpent Wards' splash damage to be the wards, instead of Shadow Shaman

March 28, 2013 Patch

  • Fixed Shackles icon.png Shackles doing a little less damage than intended.

February 28, 2013 Patch

  • Updated Shadow Shaman icon.png Shadow Shaman's attack sound.
  • Updated Ether Shock icon.png Ether Shock's visual effects and sound.

November 08, 2012 Patch

August 02, 2012 Patch

  • [Undocumented] Added Teleport animations for Beastmaster, Bounty Hunter, Broodmother, Clinkz, Lifestealer, Necrolyte and Shadow Shaman.
  • [Undocumented] Added Spawn animations for Beastmaster, Bounty Hunter, Necrolyte and Shadow Shaman.

July 12, 2012 Patch

  • Fixed Ether Shock ignoring Linken's Sphere.

April 19, 2012 Patch

  • Fixed Corrosive Skin affecting Serpent Wards.

April 12, 2012 Patch

  • [Undocumented] Added a haste rune run animation for Shadow Shaman.

March 22, 2012 Patch

  • Fixed Serpent Wards having instant attack point (instead of 0.3).

March 08, 2012 Patch

  • [Undocumented] Added idle injured animations for Shadow Shaman.

February 16, 2012 Patch

  • [Undocumented] Added injured animations for Shadow Shaman.
  • [Undocumented] Added chase animations for Shadow Shaman.

January 12, 2012 Patch

  • Fixed Ethershock hitting units in the FoW.

November 17, 2011 Patch

  • Fixed Ether Shock hitting invisible units.

November 10, 2011 Patch

  • Fixed Voodoo not being blocked by Linken's Sphere.

August 06, 2011 Patch

  • Veno wards and Shadow shaman wards all use the smaller hull size. This should prevent them from blocking narrow paths.

August 05, 2011 Patch

  • Added lifetime indictator for Rhasta's Wards.

August 03, 2011 Patch

  • Fixed Lion's Mana Drain and Shadow Shaman's Shackles to properly handle getting purged.
  • Fixed Shadow Shaman's wards and Venomancer's Wards not being able to attack Roshan.

August 02, 2011 Patch

  • Fixed Shadow Shaman's wards not drawing.

July 16, 2011 Patch

  • New Serpent Ward model

June 10, 2011 Patch

  • Fixed cast point issues with Shadow Shaman, Lion and Tinker.

May 26, 2011 Patch

  • Fixed Lifesteal from leeching off of wards (like rhasta's wards).

March 03, 2011 Patch

  • Fixed more bugs with Ether Shock search area.

February 12, 2011 Patch

  • Added Shadow Shaman VO.

February 09, 2011 Patch

  • Fixed Ether Shock search distance.

February 04, 2011 Patch

  • Added tooltip durations to Shadow Shaman's abilities.


Balance changelog[edit]

6.82

6.80

6.79

  • Mass Serpent Ward icon.png Mass Serpent Wards:
    • Ward count increased from 8 to 10.
    • Changed ward placement structure.

6.78

Basic version damage numbers also normalized a bit from 39-43/54-58/69-73 to 40-45/55-60/70-75.

6.72

  • Base damage increased by 5.
  • Ether Shock icon.png Ether Shock target count rescaled from 3/4/6/7 to 1/3/5/7.
  • Ether Shock icon.png Ether Shock damage rescaled from 80/160/240/320 to 140/200/260/320.

6.70

6.64

  • Aghanim's Scepter icon.png Aghanim's Scepter version of Mass Serpent Wards no longer increases ward count. Instead, the damage of the wards is increased to match previous damage output.

6.63

6.60

6.58

6.57

6.55

  • Increased Rhasta's movement speed a bit.

6.20

  • Shackle's duration from 3/4/5/6 to 2.5/3.25/4/4.75 and damage 40dmg/sec to Shackled target

6.17

  • Balance tweaks done to the following heroes (Don't panic, these are mostly VERY minor, but you guys like to know, so here):
    • Broodmother, Sven, SA, Enigma, Ursa, Tinker, Tiny, Sniper, Troll, Rhasta, Bristleback, Dragon Knight, Venomancer, Viper, Spiritbreaker, Bounty Hunter, Jugg, VS, Zeus, Weaver, Tide Hunter, Enchantress and Silencer.

6.10

  • Slightly increased cooldown on rhasta wards
  • Reduced duration of Rhasta's Hex from 2/3/4/5 to 1/2/3/4

See also[edit]