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Magic Wand

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Magic Wand
Magic Wand icon.png
A simple wand used to channel magic energies, it is favored by apprentice wizards and great warlocks alike.
500 (150)
Bought From
Active Energy Charge
Bonus +3 Strength
+3 Agility
+3 Intelligence
Disassemble? No
Alert allies? No
Magic Wand (500)
Magic Stick (200)
Iron Branch (50)
Iron Branch (50)
Iron Branch (50)
Recipe Cost: 150

The Magic Wand is an item purchasable at the Main Shop, under Common. It is a core item in most heroes' item builds.


[edit] Additional Information

This allows you to get a quick burst of healing in dire situations, or to use one last ability in a fight. Even during the midgame, when the boost is less noticeable, a Magic Wand can still save your life if you're in danger.

The Magic Wand makes an excellent item against heroes that spam abilities while in the lane, as the charges can help to mitigate damage you take, or to cast more of your own abilities. It is very versatile, and never a bad item to have.

In addition, the Iron Branches needed to build the Magic Wand are common to buy early on in the game, giving a suitable route of making a cost effective build, and emptying up the inventory space without having to sell items.

[edit] Ability

Energy Charge
Ability Affects
No Target Self
Gains charges (max 15) based on enemies using abilities in a nearby area. When activated, it restores health and mana based on the number of charges stored.
Health and Mana Restored per Charge: 15
Cooldown 13


  • Gains 1 charge every time a visible enemy in a 1200 radius uses an active ability.
  • Certain abilities, such as Ability Modifiers (Frost Arrow, Poison Attack, etc.), Pudge's Rot, Invoker's Reagents and item abilities, will not add a charge.
  • If player has more than 2 Wands, only the oldest and non-full one gets charges. Priority slots do not affect the charging of wands, only the order of which they were bought.

[edit] Recommended heroes

[edit] Balance changelog


  • No longer loses charges when upgrading from Magic Stick.