Aghanim's Labyrinth

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Aghanim's Labyrinth is a gauntlet style event game mode available during the summer of 2020. Teams of four must battle their way through a series of monster-filled rooms to reach Aghanim, the level's boss.

Gameplay[edit]

  • Teams of four enter a dungeon with several possible rooms at each depth. Kill all enemies in a room to move onto the next. Complete 19 rooms to beat the level.
  • Each player has a set number of lives. Upon dying, players automatically resurrect after 10 seconds. Dead teammates cannot be revived.
  • All dead players are automatically resurrected when a room is cleared.
  • The game ends when all players are out of lives and dead.

Heroes[edit]

  • 15 heroes with modified abilities are available for this game mode.
Strength Agility Intelligence

Scepter Shards[edit]

  • Scepter Shards are obtained by clearing rooms. They allows heroes to pick one of three random upgrades for their abilities.
  • Normal Rooms drop Common Shards, which give minor buffs to the hero or an ability's existing stats.
  • Elite Rooms and Trap Rooms drop Elite Shards, which give buffs that are twice as potent as Common Shards.
  • Boss Rooms drop Legendary Shards, which give unique traits to an ability.
  • This table shows all Legendary upgrades. Common upgrades are not shown. Crossed out upgrades were removed.
Hero Ability Upgrade Description
Magnus minimap icon.png Magnus Shockwave Triwave Shockwave now fires 3 shockwaves. Secondary shockwaves deal 50% less damage.
Shock and Awe Enemies hit by Shockwave deal 65% less damage for 2.5 seconds.
Shockarang Shockwaves launch a secondary Shockwave in the opposite direction after reaching their maximum distance.
Empower Empowerment Empower has no target requirement and is applied to all allies.
Vampower Empowered attacks now have 10% lifesteal.
Too Many Waves Empowered attacks now have a 20% chance to cast Magnus's Shockwave.
Skewer Quick Slide Lowers cooldown, cast point, and mana cost on Skewer.
Friendly Skewer Allows Magnus to push friendly heroes out of danger.
Bulldoze Magnus gains 5 strength per target skewered for 20 seconds.
Spit Take Magnus heals allies hit for 60% of skewer's damage. The allies are not moved.
Blast Off Magnus sends out the current level of Shockwave when he arrives at his skewer destination.
Reverse Polarity Reverse Polarity Radius Reverse Polarity's radius is increased to 820.
Reverse Reverse Polarity Magnus reverses Reverse Polarity, gaining an additional ability that flings out enemies away from him instead of pulling them in, applying the damage and stun of Reverse Polarity.
Dematerialization Allies' attacks critically strike enemies stunned by Reverse Polarity for 300% damage.
Extra Polarity After casting Reverse Polarity, Magnus's movement speed is increased by 100% and his attack speed is increased by 70 for 30 seconds.
Mars minimap icon.png Mars Spear of Mars Shish Kebab Spear can impale up to 7 enemies at once.
Boomstick Spear explodes in a 450 radius at its destination, dealing an additional instance of its current damage.
Trailblazer Spear leaves a burning trail in its wake. The trail lasts for 4 seconds and burns enemies for 15% of Spear's damage every 0.5 seconds.
God's Rebuke Full Circle God's Rebuke deals damage in a full circle around Mars.
Stunning Rebuke God's Rebuke stuns enemies for 2 seconds.
Strong Argument God's Rebuke grants Mars 4 strength for 10 seconds for each enemy hit.
Bulwark Bulwark Counter A 15% chance to counter an attack with the current level of God's Rebuke when attacked from the front
Bulwark Healing During active Bulwark, Mars regenerates 4% of his Max Health per second.
Bulwark Return During active Bulwark, Mars deals 35% of his attack damage to enemies that are attacking him.
Bastion Every 1.25 seconds of Bulwark being active, Mars gets an additional charge, up to 3 total. When Bulwark is turned off, Mars releases a Spear for each charge, in a semi-circle in front of him.
Phalanx When activating Bulwark, Mars summons 3 invulnerable and unmovable soldiers next to him. Soldiers have an attack range of 300, and deal 25 + 25% of Mars's Base Attack Damage with each hit. Soldiers last for the full duration of Bulwark.
Arena Of Blood Arena of Fear Arena of Blood fears all enemies inside for 3 seconds
Remote Workplace Arena of Blood has a global cast range, and a 25% cooldown decrease
Coliseum Allies inside the Arena gain 25 bonus damage and 35 bonus attack speed
Anyway, Here's Spearwall Soldiers in the Arena of Blood also attack enemies up to 200 units outside the arena.
Omniknight minimap icon.png Omniknight Purification Holy Place Purification now heals all friendly units in an 250 area of effect.
Benevolence Purification now has 2 charges.
Stalwart Every time Omniknight takes damage, Purification Cooldown is decreased by 0.2 seconds.
Blessed Cure Purification has a 50% chance to affect the target twice.
Heavenly Grace Heavenly Purification Heals the target with the current level of Purification when Heavenly Grace is cast.
Zeal Heavenly Grace amplifies damage dealt by the affected unit by 30%.
Spread the Faith A unit affected by Heavenly Grace also applies Omniknight's current level of Degen Aura around them.
Heavenly Barrier Heavenly Grace blocks 5 instances of damage on the targeted ally.
Judgement Heavenly Grace knocks back enemies within 400 of the target on cast, and deals damage equal to 150% of Omniknight's base attack to the affected enemies.
Degen Aura Righteous Path Degen Aura also affects allies, increasing their attack and movement speed for 50% of values
Condemnation Degen Aura damages enemies in its area of effect for 25% of Omniknight's base attack damage every 0.75 seconds.
Absolution Enemy units that die within Degen Aura's area of effect restore 4% of Omniknight's max Health and Mana.
Guardian Angel Heal Life Angel Any time a unit affected by Guardian Angel is attacked, there is a 20% chance that the unit will be healed by Omniknight's current level of Purification. 1.0s Cooldown between triggers
Angelic Flight Guardian Angel gives 30% magic resistance and flight for its duration
Personal Savior Omniknight gains a separate ability, allowing him to cast his current level of Guardian angel on a single target. Mana cost is reduced by 50%.
Snapfire minimap icon.png Snapfire Scatterblast Double-barreled Scatterblast has 2 charges.
Stopping Power Scatterblast knocks enemies hit 250 units back.
Longer Barrels Scatterblast does its point blank damage to all enemies hit, regardless of distance.
Sawed-Off Along with the main blast, Snapfire fires two additional volleys of Scatterblast to her sides.
Firesnap Cookie Baker's Dozen Snapfire gives Firesnaps to all targets in a 300 area around her main target. Only the main target hops forward, secondary targets hop in place.
Raisin Firesnaps Firesnaps now cause the current level of Mortimer's Kiss to be created at the landing destination, and can be fed to enemies, causing them to jump in place.
Freshly Baked Firesnaps give allies 250 Bonus Attack Range (ranged only) and 50 Attack Damage for 6.5 seconds.
Lil' Shredder Explosive Shells Lil' Shredder attacks deal damage in a 150 radius.
Lil Friendly Shredder Lil' Shredder can be cast on allies.
Ricochet Lil' Shredder attacks bounce to an additional 3 targets within a 500 range.
Mortimer Kisses Fragments of Kisses Kisses explode on impact, sending 6 fragments into an area 300 around the initial area.
Mortimer Kisses Fire Trail ???
Autocannon When Mortimer Kisses are active, Snapfire blasts enemies within 450 range with Scatterblast every 1 second(s).
Safety First When Mortimer Kisses are active, Snapfire takes 80% less damage
Tusk minimap icon.png Tusk Ice Shards Ice Shard Circle Creates twice as many ice shards and forms a complete circle around the target area
Icebreaker Each shard explodes every 0.75 seconds in a 250 radius, dealing 30% of the Ice Shard initial damage for the duration of the shards.
Deep Freeze The Ice Shard projectile also stuns the hit targets for 2 seconds
Ice Shard Extension The Ice Shard projectile continues past the cast target, dealing damage to enemies up to 2000 units away. Ice shards will still be created in the usual place.
Snowball Snow Fort All allies inside the Snowball gain an additional 4% Max Health as regen per second
Snowball Blast At the end of the Snowball, all enemies within a 450 area of the end receive an additional burst of Snowball damage.
Global Cooling Snowball has global cast range and ally units can be added into the snowball from anywhere. Max travel duration is not increased.
Tag Team Cool Party Allies hitting an enemy affected by Tag Team gain 8% lifesteal.
Tag, You're In Tag Team can now be toggled on or off and has no duration, but drains 15 mana per second.
Everybody Tag Now Tag Team is applied to all enemies, regardless of Tusk's position.
Walrus PUNCH! And Another Punch! If an enemy is killed by Walrus Punch, its cooldown is refreshed.
Tusky-duskie Upon landing from Walrus Punch, all enemies within 300 radius of the landing zone take 50% of the initial punch damage.
Walrus Wallop Walrus Punch knocks back enemies up to 600 units. When the unit collides with another enemy, that enemy also takes a 25% weaker crit damage and receives a weaker knockback, continuing the effect on units it hits. A unit can only be hit once per use of Walrus Wallop.
Slark minimap icon.png Slark Dark Pact Broken Contract Dark Pact adds Essence Shift stacks for each target hit.
Smells Fishy Dark Pact Push pushes away enemies with each pulse, stunning them for %value% seconds.
Brackish Bath Dark Pact dispells all allies in its area of effect.
Pounce Gone Fishing Slark also attacks all targets he jumps through, including the leashed enemy.
Little Skippers Creates ?? copies of Slark that jump in different directions in a ?? degree cone, damaging and leashing enemy units.
Fish Food Allies attacking a leashed unit get bonus ?? attack speed.
Essence Shift Apex Predator When Essence Shift is activated, Slark attacks everyone in a ?? radius.
Lucky Catch With each attack, Slark has a ??% chance to apply Pounce on the attacked target.
Sea School When activated, increases the primary stat of all allies by the same amount Slark increases his agility.
Shadow Dance Reef Rage While in Shadow Dance, every ?? seconds, Slark emits a Dark Pact pulse.
Deep Six When Shadow Dance is activated, Slark also activates his Essence Shift active, with ??x the amount of Essence Shift's max stacks.
Hook, Line, and Sinker When Shadow Dance is activated, pulls all enemies in a ?? area of effect towards slark and leashes them with the current level of Pounce.
Sniper minimap icon.png Sniper Shrapnel Explosive Shrapnel Units that die under Shrapnel explode in a 300 unit radius, dealing 50% of the Shrapnel damage they received.
Ho ho, ha ha! Sniper gains 10 temporary attack speed for each enemy that dies under Shrapnel. (lasts 15 seconds)
Suppressive Fire Enemies under Shrapnel have 15% increased miss chance.
Bullet Dance Sniper gains 150 movespeed while under Shrapnel.
Headshot Say Goodbye To Yer Head! Headshot procs deal 135% critical hits.
Stoppin' Power Headshot can stun a target every 3 seconds.
Take Aim Purge & Sprint Take Aim applies a weak purge to Sniper and grants 250 bonus movespeed for 2.5 seconds.
Suppress Hostiles Take Aim becomes an area targeted ability that attacks every enemy caught in its 250 area.
Tactical Hop When activating Take Aim, Sniper hops backwards 400 units and knocks back enemies in front of him.
Armor Piercing Take Aim applies 6 armor reduction for 10 seconds.
Rapid Fire Take Aim grants 400 bonus attack speed for 3 attacks. (lasts 6 seconds)
Assassinate Buckshot Assassinate hits enemies in a cone behind the main target for 60% of Assassinate's damage. (cone length: 900; cone width: 450)
Hipfire Reduces Assassinate's aim duration and applies stun to the primary target.
Big Game Hunter For each Captain killed with Assassinate, Sniper gains 3 permanent agility. Changes Assassinate's damage type to Pure.
Templar Assassin minimap icon.png Templar Assassin Refraction Refraction Counter ??
Absorption Every time an enemy is killed with Refraction Damage active, gain 1 stack of Refraction Damage Absorb.
Smoke and Mirrors When Refraction is activated, a Psionic Trap is placed where Templar Assassin is standing.
Glass Shield Refraction castable on allies. Cast range is 800.
Meld Vanishing Slice Templar Assassin attacks all enemies in a 300 area of effect when activating Meld.
Celestial Step Meld becomes a ground targeted skill with a cast range of 600 Templar Assassin instantly teleports to the selected location and goes into Meld.
Latent Charge Every time an enemy is killed while debuffed by Meld Strike, Templar Assassin gains a charge of Refraction Damage.
Psi Blades Psychic Burst Psi Blades deal damage in a ?? Area of Effect around the spill target.
Covert Devices Templar Assassin has a 15% chance to create a Psionic Trap under a target hit by the Psi Blades spill.
Sentient Blade Templar Assassin automatically attacks any enemy within ?? units every ?? seconds.
Psionic Trap Shaded Echo Psionic Traps stay on the ground and pulse, dealing additional damage, up to 3 times.
Resurgence Psionic Traps heal all Templar Assassin's allies for 50% of the damage they deal.
Veiled Cuts Psionic Traps also launch a Meld attack onto each enemy when they detonate.
Ursa minimap icon.png Ursa Earthshock Concealed After Earthshock lands, go into a deep invisibility state that is not broken by your spells or attacks. Lasts 2.5 seconds.
Cannonball Earthshock applies 125 knockback and stuns for 1.5 seconds.
Blunt Their Claws Earthshock applies 40% miss chance.
Shock and Awe Earthshock applies Fury Swipes to all enemies hit.
Digging In Earthshock applies and has its damage increased by Fury Swipes.
Relentless Enemies that die under Earthshock's debuff give Ursa 2 stack(s) of Overpower.
Overpower Torn to Shreds Overpower attacks do 130% critical hits.
Elusive Overpower provides 30% evasion for 3.5 seconds.
Anger Overpower grants Ursa 6 armor and taunts all non-Captain enemies in 350 radius for 2.5 seconds.
Reckless Overpower attacks deal 35% of attack damage as physical damage in a cone up to 650 distance behind the target.
Fury Swipes Lacerated Armor Fury Swipes apply 1 armor reduction per stack.
Rend Each stack of Fury Swipes grants Ursa 3% lifesteal/spell lifesteal.
Ursa Minor Fury Swipes gains an active component that summons 3 invulnerable, uncontrollable Ursa Cubs. The cubs will randomly attack and apply Fury Swipes for Ursa and themselves on nearby enemies, but the cubs receive only 25% of the Fury Swipes bonus damage. Duration: 10, Cooldown: 20, Mana Cost: 50.
Enrage Protect the Cubs Enrage also provides all enrage benefits to allies within 700 radius.
Intimidating Roar Enrage applies fear to enemies within 500 radius for 3 seconds.
Tough Skin Enrage provides 30 armor to allies within 700 radius.
Ferocity Enrage provides 80 attack speed to allies within 700 radius.
Rampage An Earthshock is triggered at Ursa's position every 1 second(s) while Enrage is active.
Viper minimap icon.png Viper Poison Attack Poison Snap Whenever an enemy takes 25 damage from Poison Attack, it will be mini-stunned.
Venomous Discharge Poison Attack festers and explodes when expiring, dealing damage in a 300 area of effect equal to 2x the total damage the enemy took from the current debuff.
Contagion When a unit dies affected by Poison Attack, the current debuff is applied to enemies in 300 area of effect.
Nethertoxin Nethertoxin Charges Nethertoxin gains 2 charges.
Toxic Osmosis Nethertoxin restores 8% of its damage dealt as health to Viper.
Lingering Miasma Enemies that die from Nethertoxin extend the pool duration by 2 second(s).
Corrosive Skin Exudate Viper gains 25% of the attack speed lost by targets debuffed by Corrosive Skin as bonus attack and movement speed.
Fly Into A Rage Corrosive Skin can be activated to gain flying movement for 8 seconds, and automatically apply Corrosive Skin's debuff to all enemies within 450 range. The poison damage is doubled. 30 cooldown, 50 mana cost.
Shedding Skin Corrosive Skin becomes an aura that affects teammates within 900 range for half the effect.
Viper Strike Antitoxin Viper Strike can target allies, healing them for the damage amount and buffing their movement and attack for the slow amounts.
Snakebite Viper Strike will bounce to 2 additional targets.
Channeled Viper Strike Viper Strike becomes a no target channeled spell with twice cooldown. Any enemy walking in 900 range during the channel will be struck by a Viper Strike every 0.5 seconds.
Contamination Viper Strike becomes a no target spell. Any target walking within Viper Strike cast range for the duration of the ability will be struck by a Viper Strike every 0.4 seconds. The duration of the ability is equal to Viper Strike's overall debuff duration.
Weaver minimap icon.png Weaver The Swarm Bug Your Friends Beetles attach to allies, healing them and increasing their armor for the values of the base ability.
Bug Bug Boom When a Beetle is killed, it explodes in a 250 radius, dealing damage equal to the damage it already dealt to its target.
Hivemind All enemies affected by the Swarm transfer 15% of damage dealt to other affected units in their vicinity
Geminate Attack Many Threads Weaver's additional attack hits an additional 4 targets in Weaver's attack range + 250.
Swarm the Beaches Weaver's additional attack attaches the current level of The Swarm to the target.
Give Some, Take Some Weaver's additional attack lifesteals 20% of the attack.
Stay Back Weaver's additional attack knocks back the target by 30 range.
Shukuchi Reality Rips Shukuchi leaves a trail behind Weaver that lasts 4 seconds and deals 25% of Shukuchi's damage every 0.5 seconds. Path radius is 150.
Beneficial Passing Shukuchi heals all allies that Weaver Passes through for 50% of Shukuchi's damage.
Blacklist Once Shukuchi is complete, Weaver fires an attack at all affected enemies.
Shukuchi Swarm Units hit by Shukuchi are automatically affected by the current level of the The Swarm.
Greater Shukuchi Shukuchi does not end on attack or cast.
Time Lapse Back to Basics Time Lapse can target allies.
All's Well That Starts Well When Time Lapse is cast, it automatically restores the target to full health and mana.
Explosive Reality Time Lapsed units (meaning non-elite/bosses) create explosions at the start and end of their paths, damaging units in a 200 area for 50% of the target's missing Health.
Disruptor minimap icon.png Disruptor Thunder Strike Cloud Cover Interval between strikes reduced by 50%. Amount of strikes increased by 3.
Mana Storm Every strike restores 8% of max Mana to allies in a 450 radius around the target.
Critical Strike Every strike has a 25% chance to crit, dealing 175% damage.
Loaded Weapon Disruptor gains a 50% chance to cast a Thunder Strike on an attacked target.
Glimpse Glimpse Cast AOE Increases glimpse cast area by 250
Blast In The Past When enemies arrive at their final destination, 150% of Disruptor's Intelligence is dealt in a 250 radius around them.
Shocking Travel Deals 50% of Disruptor's Base Attack Damage for every 75 units of distance the enemy has been glimpsed, over the course of the glimpse duration
Kinetic Field Insta-wall Kinetic Field sets up instantly.
Electric Fence Kinetic Field deals 50% of Disruptor's Base Attack Damage to enemies trapped inside every 0.5 seconds.
Area of Bliss Allies inside the kinetic field heal 50% of Disruptor's Intelligence every 0.5 second.
Stay in the Zone Kinetic Field increases allied attack speed by 60.
Ring-ception Creates a second Kinetic Field with a radius that is 2 times bigger than the original.
Static Storm Perfect Storm Static Storm automatically creates a Kinetic Field on cast.
Field of Dreams All attacks on the affected enemies have a 30% chance to crit for 150% damage.
Pacific Storm All enemies caught in Static Storm deal 30% less damage.
Winter Wyvern minimap icon.png Winter Wyvern Arctic Burn Second Degree Burn Every 3.5 seconds, an Arctic Burn attack is doubled.
Arctic Splash Arctic Burn attacks damage enemies in a 175 radius around the target.
Arctic Burn No Mana Cost Activating Arctic Burn costs no mana.
Winter's Breath Arctic Burn attacks up to 4 additional targets within range, dealing 35% less damage to secondary targets.
Splinter Blast Cool and Collected Splinter Blast pulls secondary targets towards the initial target.
Chilled To The Bone After the secondary targets are hit, the main target is struck by returning splinters from each target for 50% of Splinter Blast's total damage.
Soothing Breeze Splinter Blast heals allies around the target for 50% of the Splinter Blast's damage.
Cold Embrace Empowered Embrace Cold Embrace now has 2 charges.
Ice Cold Killing At the end of Cold Embrace, the current level of Splinter Blast will emanate from the affected unit.
Diamondize Cold Embrace targets also gain magic immunity.
Winter's Curse Sharing is Scaring Winter's Curse remaining duration transfers to a nearby enemy if the initial target dies.
Wintermancy Heals Wyvern and all her allies for 50% of the target's max HP if it dies during Winter's Curse.
Foul Cursing Incoming damage from affected enemies to the target is amplified by 50%.
Witch Doctor minimap icon.png Witch Doctor Paralyzing Cask Multi-Cask Paralyzing Cask launches 1 additional casks to targets in the cast range.
Bad Medicine Paralyzing Cask applies the current level of Maledict on hit.
A Fine Powder Paralyzing Casks deal their damage in a 250 radius.
A Big Mess Witch Doctor has a 15% chance to throw his current level of Paralyzing Cask when attacking. (has 4 seconds cooldown)
Maledict Blighted When Maledict ticks, it damages all enemies in a 300 area of effect
Mumbo Jumbo Every big tick of Maledict heals Witch Doctor for 65% of the damage dealt.
Strange Boon Allies can be affected by Maledict. 50% of damage dealt by the spell heals them instead, along with additional bursts of healing based on how much damage they've taken.
Infectious Malady Every time Maledict does a burst, it infects enemies in a 250 radius with the same level of Maledict.
Cursed Ground ??
Voodoo Restoration Hocus-Pocus Voodoo Restoration effects enemies as well, dealing the the heal amount as damage.
Invigorating Charm Allies affected by Voodoo Restoration also gain 15% lifesteal.
Cursed Aura Enemies in Voodoo Restoration's radius take 35% bonus damage from all sources.
Spirit Balm All mana used on Voodoo Restoration is granted to all allies in its area, except for Witch Doctor himself.
Death Ward Bewitched Death Ward does not need to be channeled. Death Ward lasts for 50% of max duration
Pain Diffuser While Death Ward is active, Witch Doctor takes 80% less damage.
Wise Enchantment Death Ward attacks 3 additional enemies. These additional attacks do not bounce. (additional attacks have 100 bonus range)
Ward Bounce ??
Queen of Pain minimap icon.png Queen of Pain Shadow Strike Stinging Lash Each attack has a 20% chance to apply Shadow Strike to the target.
Spread the Pain Each attack Shadow Strike bounces to up 5 additional targets.
Delight and Torment When the debuff effect of Shadow Strike ends, that unit emits a Scream of Pain.
Blink Haunting Echoes Blink generates a Scream of Pain at its start and end positions.
Fervent Assault Blink provides 60 bonus attack speed for 2s.
Hall of Pain Enemies that are between the start and end points of Queen of Pain's Blink get hit by her current level of Shadow Strike.
Scream of Pain Rapturous Cry When an enemy is killed by Scream of Pain, Queen of Pain's Blink cooldown is reset.
Resounding Wail Knocks back every enemy hit by Scream to the max distance of Scream's area of effect. Every hit reduces the cooldown of Sonic Wave by 0.75s.
Invigorating Shriek Every enemy hit by Scream of Pain sends back an echo to Queen of Pain, healing her for 10% of the damage dealt and restoring 10% of Scream's mana cost.
Sonic Wave Thundering Resonance Sonic Wave leaves a trail that applies 20% damage of Sonic Wave's damage every 0.5 seconds. The trail lasts 6 seconds.
Sonic Tsunami When Sonic Wave is cast, it is emited in 6 directions around Queen of Pain.
Discordant Force Increases Queen of Pain's Attack Speed by 10, Attack Damage by ?? for 7 seconds for each enemy hit with Sonic Wave.
Phantom Assassin minimap icon.png Phantom Assassin
(Unused)
Stifling Dagger Stifling Dagger Attack Splinters Phantom Assassin has 25?% chance to trigger a dagger splinter on targets behind the one she is attacking
Stifling Dagger Unlimited Removes amount limit on secondary targets.
Stifling AutoDagger Every 2.5 seconds, Phantom Assassin throws a dagger at the furthest enemy within 700 units around her.
Blur Blur Regeneration Regenerates 6% of Phantom Assassin's max HP per second when Blur is active.
Blur Strike When Blur expires, Phantom Assassin throws a Stifling Dagger at every target in Blur's Area of Effect.
Immediate Blur Removes cast point and decreases cooldown to 8 seconds.
Phantom Strike Phantom Strike Damage Reduction Enemies hit by Phantom Strike deal 85% less damage.
Phantom Strike Allied Buff When Phantom Assassin strikes to an ally, she grants them all Phantom Strike bonuses
Phantom Strike Mastery Phantom Strike is immediate, buff duration increased by 1 seconds, and cast range increased by 500, evasion increased by 15.
Coup de Grace Coup de Grace Bloody Debuff When Phantom Assassin delivers a critical strike from Coup de Grace the target and all enemies behind it deal 30% less damage for 15 seconds. (cone length: 600; cone angle: 45)
Coup de Grace Execute When Phantom Assassin delivers a critical strike from Coup de Grace to a target with less than 30% health, there is a 20% chance that it dies immediately.
Coup de Grace Kills Refresh When Phantom Assassin kills an enemy with a critical strike from Coup de Grace, refresh all of her cooldowns.
Coup de Grace Marks Targets Coup de Grace can now be activated to mark an enemy for death for 10 seconds. All allies attacking the marked target share Phantom Assassin's Coup de Grace critical strike chance and damage bonuses.

Rooms[edit]

Types & Order[edit]

  • Rooms come in different types, and appear at different depths (order of exploration).
  • One of several possible rooms will appear at each depth (see list below). Teams can select which room to enter by channeling on an outpost, which displays the room's name, type, and rewards.
  • Some depths give players a choice between two types of rooms.
    • Challenge: Team must clear one of three challenges. These rooms can randomly receive a difficulty upgrade, making them an Elite room, which has 1 extra room effect.
      • Combat: Clear all enemies.
      • Trap: Reach the end of an obstacle course.
      • Random: Either a Combat or Trap room. The type will be revealed after the room has been selected.
    • Boss: Fight against a powerful boss. The boss's statue can be seen at the start of depths 1 and 7, allowing the team to prepare.
    • Rest: Rest room with both shops.
    • Bonus: Mini-game room that rewards team with evenly distributed gold.
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Boss.png Aghanim's Labyrinth Room Bonus.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Rest.png Aghanim's Labyrinth Room Boss.png Aghanim's Labyrinth Room Bonus.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Combat.png Aghanim's Labyrinth Room Rest.png Aghanim's Labyrinth Room Aghanim.png
Start Combat Combat Combat Combat Boss Bonus Combat Combat Combat Combat Rest Boss Bonus Combat Combat Combat Rest Aghanim
Aghanim's Labyrinth Room Elite.png Aghanim's Labyrinth Room Elite.png Aghanim's Labyrinth Room Elite.png Aghanim's Labyrinth Room Elite.png Aghanim's Labyrinth Room Elite.png Aghanim's Labyrinth Room Elite.png Aghanim's Labyrinth Room Elite.png Aghanim's Labyrinth Room Elite.png Aghanim's Labyrinth Room Elite.png
Elite Elite Elite Elite Elite Elite Elite Elite Elite
Aghanim's Labyrinth Room Trap.png Aghanim's Labyrinth Room Trap.png Aghanim's Labyrinth Room Trap.png Aghanim's Labyrinth Room Trap.png Aghanim's Labyrinth Room Trap.png Aghanim's Labyrinth Room Trap.png Aghanim's Labyrinth Room Trap.png Aghanim's Labyrinth Room Trap.png
Trap Trap Trap Trap Trap Trap Trap Trap

Room Rewards[edit]

  • After a room is completed, players will be rewarded a fixed amount of gold, experience point and 3 random Scepter Shards (pick one), except for Rest rooms and Aghanim's room. If a combat room has multiple waves, players will get experience point after each wave.
  • Challenge rooms also reward:
    • Gold: Amount depends on depth
    • Items: Neutral Items (item's tier depends on depth) or consumable items.
    • Life: Two Bonus Lives.
  • Elite Challenge rooms have double the reward, including Elite Scepter Shards, which which are twice as potent as regular Scepter Shards.
  • Trap rooms has treasure chests at predetermined locations with seemingly random rewards, which is twice as much if they are also an Elite Challenge rooms. Regardless of difficultt, they always gives Elite Scepter Shards.

List[edit]

  • Combat rooms can also be Elite rooms.
Depth Type Possible Rooms Enemies Notes and Tips Minimap
0 Starting Room
  • Four players step on any switches to open the gate.
  • Players can purchase items before heading to the first room.
Minimap Aghanim's Labyrinth Starting.png
1 Aghanim's Labyrinth Room Combat.png Some Grouchy Dogs
  • Quill Beasts
  • Enemies are gradually summoned in a pack with 1 captain via invulnerable portals.
  • Captains use a projectile attack if players are far away. Projectile travels a straight line within a short time.
  • If there are no dangerous modifier against melee combat, stay close to the pack and clear them fast with AoE skills.
Minimap Aghanim's Labyrinth Some Grouchy Dogs.png
Aghanim's Labyrinth Room Combat.png Chippy Conifers
  • Pinecones
  • Enemies are gradually summoned in a pack with 1 captain via invulnerable portals.
  • Captains use a skill similar to Mars' God's Rebuke, with much longer cast time.
  • Beware when you go to the high-ground without vision.
Minimap Aghanim's Labyrinth Chippy Conifers.png
Aghanim's Labyrinth Room Combat.png The Tomato Men from
an Alternate Dimension
  • Red Hellbears
  • Yellow Hellbears
  • Dark portals are gradually summoned in each wave. Small portals summon Yellow Hellbears while large ones summon Red Hellbears.
  • The portals will disappear immediately afterward.
  • Red Hel bears slam the ground after a delay, dealing damage and slowing all players around theme.
  • Spread out to search and destroy as many portals as possible. Prioritize large portals, although many heroes has high enough damage that they can destroy small portals in a single hit.
  • Beware of the following modifiers:
    • Glutton - there are many enemies in this room, and stacked Glutton debuffs (reduced attack speed & turn rate) will cause huge problems in destroying portals.
Minimap Aghanim's Labyrinth The Tomato Men from an Alternate Dimension.png
Aghanim's Labyrinth Room Combat.png Splitsville
  • Brewmasters
  • Brewlings
  • Enemies are gradually summoned via invulnerable portals. Each portal spawns 1 Brewmaster.
  • Brewmaster uses Thunderclap with noticeable delay and reduced AoE, and Primal Split at low health.
  • Primal Split can be stopped if you kill them in time, or have an instant-cast silence/stun.
  • The earth Brewling has an equally powerful Thunderclap that needs to be avoided.
  • One player can lure Brewmasters that spawn from two spots behind, and let remaining players focus one Brewmaster at a time.
  • Though this technique is common and this room being relatively easy, the luring players should be aware of following modifiers:
    • Flicker / Surge - Players must spend more time searching for potions and/or use Bottle as Brewmasters can land hits frequently with extra movespeed.
    • Pyromaniac - The fire trail from multiple Brewmasters will take up spaces, making luring significantly more challenging.
    • Meteoric - If any of the brewmasters the player is luring gets damaged with spells, they will fallen sky at random players, more likely than not the one from afar.
Minimap Aghanim's Labyrinth Splitsville.png
2-3 Aghanim's Labyrinth Room Trap.png The Cliffs of Sacrifice
  • Traps with Breath of Rho and Heartpiercer
    • Breath of Rho: Breathes fire at different intervals. The patterns include: 1-1, 1-3, 3-3. Some Breath of Rho does not trigger periodically but have a special step in front of them with recognisable decoration, and will trigger every time a player step on it.
  • Each Heartpiercer associated with a specific switch and will fire a single arrow in front of them every time a player step on the switch. The arrow deals much more damage and can fly very far.
  • Let someone with no lives left to move first to reveal the fog of war, especially when on high ground. That way your team won't waste lives on unexpected traps.
  • Two treasure chests are found along the way.
  • Do not click on them as it will stop your hero on a dangerous tile, instead click behind them to walk as close as possible.
  • Do not rush, team must go one by one as Heartpiercer and Breath of Rho is designed to punish reckless players thinking they can go fast because they are familiar with the room.
Minimap Aghanim's Labyrinth The Cliffs of Sacrifice.png
Aghanim's Labyrinth Room Trap.png The Hallway of Pain
  • Traps with Breath of Rho and Heartpiercer
  • The two traps in the middle of the map are tricky. Move when both of them shoot at the same time right to the last segment with arrows.
  • The last segment with arrows is finished in two moves with no timings. First move to the left of the tree near the chest. As arrows you activated comes through, move to exit of level.
Minimap Aghanim's Labyrinth The Hallway of Pain.png
2 Aghanim's Labyrinth Room Combat.png Blind Bombardiers
and their Brethren
  • Gyrocopter
  • Clockwerk
  • Enemies are gradually summoned in a pack with 1 captain via invulnerable portals.
  • Gyrocopter uses Homing Missile that can be destroyed in one attack.
  • Clockwerk explodes on death in an AoE, with a short delay.
  • Kill Clockwerks quickly so they die and explode together in a smaller area.
  • Homing Missiles die in one hit, and can be easily focused by ranged units.
    • Living in a Bubble - Bubble makes it much harder to destroy missile.
Minimap Aghanim's Labyrinth Blind Bombardiers and their Brethren.png
Aghanim's Labyrinth Room Combat.png Jungle Hijinx
  • Dazzle
  • Huskar
  • All enemies are pre-spawned.
  • Dazzle uses Poison Touch and Shadow Wave with slow cast time and fewer bounces.
  • Huskar uses Inner Fire, Berserker's Blood and Life Break.
  • Spread out against Inner Fire so that multiple heroes aren't disarmed. Bait Poison Touch with one player, who should then run away/avoid getting hit so that Poison Touch doesn't refresh.
  • Lure individual enemies by moving into their range and quickly backing out. Attacking will lure others near it.
  • The last sections has multiple crates and must not be ignored.
Minimap Aghanim's Labyrinth Jungle Hijinx.png
Aghanim's Labyrinth Room Combat.png Elegant Ice Dancers
  • Big Skeletons
  • Small Skeletons
  • Your team is aided by Gary. If Gary survives he will drop an extra Life Rune.
  • Enemies are gradually summoned in a pack with 1 captain via invulnerable portals.
  • Big Skeletons use a skill similar to Tombstone, which gradually summons small skeletons.
  • Hiding in top right corner to wait out all the spawns will prevent an overwhelming amount of Tombstones from appearing, as big skeletons only spawn if they are in combat. Let Gary die.
  • Captains are the priority and Tombstones are secondary. Captains can spawn multiple Tombstones if they survive for long duration.
  • If Gary survives he will drop an extra Life Rune.
  • Beware of the following modifiers, which will cost some lives if the room is not handled properly:
    • Surge: Players might be overwhelmed by skeletons surging from all directions.
    • Deadly: Skeletons by default deal high damage. Deadly modifiers will allow them to shred players' health in short time.
    • Chilling Touch: Many instances of damage from many skeletons in some occasion may cripple players' movespeed.
    • Glutton: clearing skeletons will debuff players severe reduction in attack speed and turn rate, which are most important for this room.
Minimap Aghanim's Labyrinth Elegant Ice Dancers.png
Aghanim's Labyrinth Room Combat.png The Silent Killer
  • Drow Ranger (Miniboss)
  • Drow Ranger has Shadow Blade and Hurricane Pike. She can use Frost Arrows, Multishot (moves in a cone) and Gust. She has very high physical damage.
  • Stay mobile during her skillshot phase, have a plan for how to tank, kill Drow Ranger quickly with concentrated damage by dusting and trapping her when she uses Shadow Blade. You may need multiple dusts.
  • In higher Ascensions, especially in Grand Magus with horrible modifiers, players may sacrifice some lives and stay close to Drow Ranger to explode at her upon death, for burst damage on Drow and cleaning up crowding skeletons.
Minimap Aghanim's Labyrinth The Silent Killer.png
3 Aghanim's Labyrinth Room Combat.png The Beastly Babies [Easy]
  • Ogres
  • Large ogres have AoE stun and strong frontal stun. Small ogres will channel to increase attack and movement speed of large ogres.
  • Spread out and focus the small ogres. As long as you are far from your teammates and don't make sharp turns it's almost impossible to get hit by large ogres no matter how many small ones are channeling them.
  • Beware of the following modifiers, though this room is the most manageable in this depth:
    • Last stand: Large ogres at half health will hit fast and may chain stun players to death.
    • Meteoric: There are many large ogres (captains) and one mistake can lead to chain stuns. A tip is to look on the ground to see indicator of incoming fallen sky (meteors)
Minimap Aghanim's Labyrinth The Beastly Babies.png
Aghanim's Labyrinth Room Combat.png A Strange Morphology [Hard]
  • Morphling
  • Spiders
  • Morphling uses Waveform, and spawns from the large portals. Small groups of spiders spawn from the small portals.
  • Kill the large portals first. Mass Waveforms are the easiest way to die.
  • Morphling will Waveform slightly out of range, be sure to not walk into them as they are casting or you will take severe damage.
  • Avoid this level if you can, as it is the hardest of this group. High attack speed on all players helps as you can kill the tombs quickly.
Minimap Aghanim's Labyrinth A Strange Morphology.png
Aghanim's Labyrinth Room Combat.png Hoppy Bats [Easy]
  • Harpies
  • Ghosts
  • Harpies will use a projectile attack that can be dodged, and jump far away, leaving Ghosts behind them.
  • Harpies only spawn ghosts when they hop, and they only hop when you come close. Therefore Winter Wyvern or Sniper can kill them solo before they hop or spawn ghosts. Just evade their projectiles.
  • At higher difficulties it is easy to become overwhelmed, focus one Harpy at a time.
Minimap Aghanim's Labyrinth Hoppy Bats.png
Aghanim's Labyrinth Room Combat.png The Scarabs of Scuttletown
  • Nyx Assassin
  • Zealot Scarabs
  • Captains use Spiked Carapace and Impale. Smaller Nyx Assassins can use Impale.
  • Spiked Carapace can affect the same hero multiple times.
  • Focus Captains to stop the spawn of small scarabs. Kill burrowed scarabs that captains create before they spawn.
  • Divide this room into 4 squares, stick together and clear one at a time.
  • Be careful not with aggro multiple captains with AOE skills (e.g. Weaver's Swarm, Wyvern's Artic Burn). When Nyx Assassin dies, another one approach players. Wait and observe before approach one of the others.
  • Beware of the following modifiers, especially on elite:
    • Drunk: allows Nyx captain to one/two shot players, and increased movespeed makes kiting significantly more challenging.
    • Explosive personality: this adds more challenge to the limited space nature of this room.
Minimap Aghanim's Labyrinth The Scarabs of Scuttletown.png
4 Aghanim's Labyrinth Room Combat.png Toothy Toothums[easy]
  • Lifestealer
  • Grimstroke
  • Grimstroke uses Inkswell. Lifestealer uses Rage, with a meter filling over his head (similar to Visage) to indicate cast timing.
  • This is a no death free level on Grandmaster difficulty with correct tactics.
  • Always focus Grimstroke first. Kite Lifestealer afterward.
  • Lifestealer can be dangerous, despite being such an early level. Cold Embrace, Heavenly Grace and other saves are key, and killing them one at a time is very helpful.
  • Stop attacking/damaging Lifestealer to stop his meter from filling. Don't use damage over time, or you can't control, like Nethertoxin.
  • Don't use items that deal big damage like Quiver if it cause high risk of filling Lifestealer's meter.
  • Best place to kite is a long corridor in the start of level. Just get into two ends of corridor and kite them along. Don't move through traps to enemies. Aggro them with Winter Wyvern or Sniper's Shrapnel.
  • Stunning and Silencing Lifestealers as the meter filled completely prevents them from triggering Rage, giving players space to disengage and/or land extra hits.
  • Beware of the following modifiers:
    • Last stand: Lifestealers will be hit extremely fast when coupled with Rage
    • Drunk: Lifestealers will crit for relatively high damage
    • Chilling touch: this is not a significant case. However, Grimstroke's Ink swell comes with many instances of damage which can cripple players' movement speed and allow them to take the stun along with few hits from Lifestealer
Minimap Aghanim's Labyrinth Toothy Toothums.png
Aghanim's Labyrinth Room Combat.png The Last of the Corpulent Killers
  • Ogre Seals
  • Large seals will dive forward in a straight line after a brief delay and do substantial damage.
  • Best way to finish the level is to kill groups quickly before more spawn. If you can't, gather them all in one big group and kite them in a big clockwise circle around the map.
  • Most teams will be severely overwhelmed on higher difficulties, be sure to use the explosive barrels and space out ultimates to eliminate small groups so they do not combine with many other groups.
  • Use the room space to kite and run while using the window, after Gary dives, to use abilities.
  • Dangerous modifiers: Surge, Flicker (Seal still dives after Flickering)
Minimap Aghanim's Labyrinth The Last of the Corpulent Killers.png
Aghanim's Labyrinth Room Combat.png The Demonic Dozens [Easy]
  • Warlock
  • Golems
  • Warlocks use Sunstrike, healing Shadow Word, and make a small pit of fire on the ground. Portals will spawn units until destroyed.
  • Move as a group in a circle, one portal at a time. Kill the Warlocks first, as they buff the golems. While Warlock is alive, his golems have twice the damage and 8 times the hit points (on Apprentice).
  • Warlocks buff golems through aura. This means separating warlocks from golems, or breaking their passives, can disable the buff (making Viper and Disruptor valuable heroes in this room)
  • If players cannot hit a set of portal before a new set of portal spawn, shift to the newly spawned portals, as the old one will take longer to summon enemies.
Minimap Aghanim's Labyrinth The Demonic Dozens.png
5 Aghanim's Labyrinth Room Boss.png The Malorkian Hammers
  • 2 Temple Guardians (Boss)
  • Guardians have the following attacks:
    • Forward-facing hammer attack that stuns
    • Boomerang hammer attack that stuns, Always targeting the furthest hero from the individual Guardian
    • At lower health, Purification onto the other Guardian
    • While alone, uses the "ultimate" random Large AoE attack that calls down rays of light across the map after a two second delay
    • Will enrage at 2000 health remaining, moving and attacking faster.
  • Get one Guardian very low, bring the other down to 30-40%, then kill the lower Guardian.
  • The "ultimate" is avoidable but due to randomness there are cases where dodging is impossible. Guardians can throw their hammer just before the ultimate finishes.
  • It's better for one player to keep aggro one Guardian and kite while others attack him. Beware of the boomerang hammer even if boss is focused on different teammate.
  • Keep a greater distance, or run away further to hit enraged guardians.
Minimap Aghanim's Labyrinth The Malorkian Hammers.png
Aghanim's Labyrinth Room Boss.png Rizzrick the Razorsaw
  • Rizzrick
  • Little Ent
  • Rizzrick has Whirling Death, Timber Chain, Chakram abilities. Any trees cut with any ability will summon Treants.
  • Rizzrick will channel before Whirling Death.
  • Heroes caught in Timber Chain will be stunned.
  • Rizzrick stops being pulled if he is disabled at any point during Timber Chain.
  • Rizzrick's "ultimate" will channel then release multiple Chakrams in all directions, quickly going out and back in.
  • After Rizzrick's "ultimate" is casted first time, he will gain cc immunity. This means stuns and silences do not last, but Rizzrick can still be interrupted.
  • Rizzrick will spawn Little Ents, which should be cleared with AoE abilities.
  • Try to position yourself so the attacks aimed at you won't hit any trees. Try to fight in places with minimal amount of trees.
  • Run away as Rizzrick starts shining and charging his ultimate.
  • Rizzrick's ultimate can be interrupted by stuns, but it will inevitably be cast after the silence/stuns are over.
  • Ranged heroes can stand behind a tree so Timber Chain cooldown won't stun them.
  • Have one player with AoE abilities to clear Little Ents after Rizzrick's ultimate. Some will drop health or mana potions, which is helpful for team mates.
  • After both Chakrams are thrown, players have a window to deal damage, while Rizzick just walks around as he is disarmed from casting Chakrams.
  • Viper's Poison Snap shard makes the fight trivial. The mini-stun each second stops him from ever completing the channel for his ult; he just stands there while you finish him.
  • Winter wyvern can opt to use Winter's curse after Rizzrick spawned many treants for maximum efficiency, rather than using the curse to interrupt Rizzrick as he will cast hit ultimate anyway.
Minimap Aghanim's Labyrinth Rizzrick the Razorsaw.png
6 Aghanim's Labyrinth Room Bonus.png Fury of the Death Toad
  • None
  • Hop around on lizards to collect gold. The longer you channel, the further and higher you will jump. Spread out.
  • Lasts 45 seconds.
  • It is best for two players to max hop a few times to the other side of the map, while the other two players focus on cleaning the beginning side.
Minimap Aghanim's Labyrinth Fury of the Death Toad.png
Aghanim's Labyrinth Room Bonus.png Wrath of the Frost Robin
  • Penguins
  • Ride the penguins towards gold, and try not to run into anything.
  • Spread out.
Minimap Aghanim's Labyrinth Wrath of the Frost Robin.png
7 Aghanim's Labyrinth Room Combat.png An Unwinnable Standoff
  • Skywrath Mage
  • Legion Commander
  • Legion Commander uses Blade Mail and Duel, which can provide you with bonus damage. Can crit.
  • Skywrath Mage will use Mystic Flare after an extended period (hard to reach at lower difficulties).
  • Use the space and try to kill Skywrath Mages quickly, while keeping distance from Legion Commander with Disruptor's Glimpse or Kinetic Field, and Tusk's Ice Shards.
  • Avoid the laser in the center of the room.
Minimap Aghanim's Labyrinth An Unwinnable Standoff.png
Aghanim's Labyrinth Room Combat.png Arrows Of The Moon
  • Mirana
  • Luna
  • Mirana spawns from large portals, Luna from small ones. Mirana casts Arrow upon spawning, then uses Leap and Starfall. Luna uses Moon Glaives.
  • Mirana is the only real threat. Focus the large portals.
  • Enter this level as a group, blast away the early Lunas and position yourself near the center ASAP to have the best chance at moving and destroying the incoming large portals.
  • Luna's Moon will kill squishy heroes quickly, its important to not hold back abilities early on.
  • Argurable most difficult encounter among others in this depth.
  • Dangerous modifiers (given the room is not dealt with properly, it may cause defeat):
    • Deadly: Luna glaives will murder if players only ignore them and focus towers.
    • Last stand: this creates a tough decision for players to completely focus enemy or towers. Going half way will cause enemies to murder players quickly with boost in attack speeed.
    • Glutton: just like other rooms with portals, reduced attack speed will cripple player's ability to burst down portals. Though this room has less number of enemies.
Minimap Aghanim's Labyrinth Arrows Of The Moon.png
Aghanim's Labyrinth Room Combat.png A Mind-Tingling Offer [Easy]
  • Shadow Shaman
  • Mushroom Giant
  • Shadow Shaman uses Shackle, with notable damage over time. Can be interrupted. He respawns indefinitely.
  • Mushroom Giants spawn small mushrooms upon death. High armor.
  • All the mushrooms (including those spawn by Mushroom Giants) are asleep and only wake up if attacked.
  • Kill mushrooms one by one with single target attacks and abilities. Save disables to interrupt Shadow Shaman's Shackles.
  • As you kill all mushrooms nearby, aggro one tree and kill it, without using AoE abilities so as not to trigger mushroom spawns when it dies.
  • It's a free no death level on Grand Magus difficulty, if you go slow and steady and deal with Shadow Shaman properly.
  • Dangerous modifiers:
    • Avatar - Greatly limits players' options to interrupt shaman's shackle
    • Glimmer - Players cannot use targeted disable on Shaman when it is invisible. True sight is required.
    • Vampiric - Challenges players' decision to burst down Shaman without interrupting it. Vampiric gives Shaman very high lifesteal while shackling a target.
  • These are lists of talents that help with canceling Shaman's shackle
    • Sniper - Stoppin' Power: Allows sniper to stun a target with headshot procs every 2 second, which is very valuable in the room.
    • Winter Wyvern - Cool and Collected: Splinter Blast can interrupt Shaman with forced movement. This requires another enemy unit nearby for Wyvern to cast on.
    • Winter Wyvern - Diamondize: Magic immunity allows Wyvern to dispel shackle for an ally.
    • Snapfire - Raisin Firesnaps: Though the player can cast Firesnap Cookie to enemies, it has no effect on Shaman who is channeling. Instead, use it at an enemy next to Shaman, or use it on an ally to stun Shaman.
    • Ursa - Cannonball: Allows Ursa to stun with Earthshock.
    • Mars - Stunning Rebuke: Allows Mars to stun with God's Rebuke
    • Weaver - Back to Basics: Similar to scepter upgraded Time Lapse, can dispel allies.
    • Slark - Smells Fishy: Allows Slark to stun with dark pact to save shackled ally.
  • 'Ogre Seal Totem' neutral item gives player another source of stun to interrupt shackle.
Minimap Aghanim's Labyrinth A Mind-Tingling Offer.png
8-10 Aghanim's Labyrinth Room Trap.png The Long And Winding Path
  • Traps
  • Tips needed.
Minimap Aghanim's Labyrinth The Long And Winding Path.png
Aghanim's Labyrinth Room Trap.png A Pleasant and Peaceful Garden
  • Traps
  • Tips needed.
Minimap Aghanim's Labyrinth A Pleasant and Peaceful Garden.png
8 Aghanim's Labyrinth Room Combat.png The Pugilist Pixies
of Plague Wood
  • Elder Titan
  • Puck
  • Puck uses Illusory Orb, avoid its landing area. Elder Titan uses Echo Stomp and Earth Splitter with extra wide AoE.
  • Stick together so that Earth Splitter doesn't come from multiple directions.
  • Beware of following modifiers;
    • Meteoric: All enemies in this room are captains and players can be overwhelmed by incoming enemy meteors. In worst case, it can allow enemy spells to land on players.
    • Clumsy: Players must be cautious when landing a killing blow. Roots can hold players from moving away from Illusory Orb and Earth Splitter.
Minimap Aghanim's Labyrinth The Pugilist Pixies of Plague Wood.png
Aghanim's Labyrinth Room Combat.png A Bad Trading Post
  • Beastmaster
  • Troll Warlords
  • The sheep are in boxes, and can be rescued (escorted to middle) at your convenience. Some boxes have boars. Trolls only spawn when all sheep are rescued, make sure to clear all Beastmasters before it.
  • Beastmaster uses Primal Roar and Wild Axes. Send a hero to bait and dodge axes from Beastmaster. They will then get stunned -- be prepared to save them.
  • One troll (left side) is ranged, the other (right side) is melee. They use their respective version of Whirling Axes, and Black King Bar/Battle Trance. Focus the ranged one first, while a player kite the melee.
  • Save all stuns/defensive abilities to kite during their Battle Trance/Black King Bar durations.
  • Dangerous modifiers:
    • Surge: all captains deal high damage. The room greatly exploits ability to lure enemies. Surge will give players tough time, especially when Trolls spawn. It may cause players to accidently activate Trolls' Battle Trance and BKB when they come too close.
    • Flicker: Beastmaster teleports randomly and makes Wild axes harder to avoid. Trolls may also close the gap and activate their BKB/Entangle/Battle Trance.
Minimap Aghanim's Labyrinth A Bad Trading Post.png
Aghanim's Labyrinth Room Combat.png Manipulators of
Time and Space
  • Dark Seer
  • Lich
  • Dark Seer uses Wall of Replica followed by a Vacuum. Lich uses Sinister Gaze and Chain Frost.
  • Aggro either Dark Seer or Lich, not both at the same time. To deal with Dark Seer, kill him first before the spawned illusions. To deal with Lich, bait the Chain Frost with one player, then focus Lich.
  • Slowly move around the room from the right side, luring individual enemies by moving into their aggro radius instead of attacking.
  • Avoid using 'Paw of Lucius" neutral item, as illusion from Wall of Replica can inflict rupture to players.
  • This is the easiest level of the set, so choose it if the talents are not terrible.
Minimap Aghanim's Labyrinth Manipulators of Time and Space.png
Aghanim's Labyrinth Room Combat.png Mister Cleaver
  • Pudge (Miniboss)
  • Zombies
  • Pudge uses Dismember until the hero dies. Save disables to cancel it.
  • Don't stay in the middle, where you'll be overwhelmed by zombies.
  • Beware of the following modifiers, though this room is best avoided:
    • Deadly: damage boost allows pudge to kill players with a few or even one attack.
    • Chilling touch: attacks from flooding zombies will cripple movement speed and armor.
    • Death Curse: players will eventually have to clear zombies, which will bring their armors all the way down to negative amount. Zombies also neutrally reduces armor with each of their attacks.
    • Avatar: dealing with Pudge is significantly more difficult with magic immunity.
    • Surge: Pudge naturally moves at very high speed. With surge, it is hopeless to out run Pudge and zombies.
    • Drunk: Players can hardly afford Monkey King Bar at this point. It will take much longer to bring the Pudge down. Critical Strike also allows Pudge to murder heroes with only one or two hit.
    • Glutton: Players will have crippled turn rate and attack speed from clearing zombies, which makes bursting Pudge or running from Pudge almost impossible.
Minimap Aghanim's Labyrinth Mister Cleaver.png
9 Aghanim's Labyrinth Room Combat.png My Rock Collection
  • Rock Golems
  • Large golems split into smaller golems upon death, and uses Avalanche in a frontal cone. Small golems hit fairly hard with high attack and move speed -- save AoE abilities for cleaning them quickly. After clearing out small golems, start killing another large golem.
  • Stick together and run in a circle so that large golems' Avalanche all come from same direction.
  • Beware of the following modifiers, though this room is much manageable even on elite.
    • Pyromaniac: Medium golems still create fire trails. Multiple medium golems will take up majority of space with fire trails, making the kiting pattern much more complicated.
    • Surge: Players can still out run large and medium golems. However, small golems will slightly out run players and can land few hits.
    • Last Stand: the most challenging modifier for this room. Small golems with last stand buffs have 0.13 attack rate and will murder players in a second.
    • Clumsy: Beware landing finish blow on captains, as small golems spawn nearby rooted killer.
Minimap Aghanim's Labyrinth My Rock Collection.png
Aghanim's Labyrinth Room Combat.png Urn Your Keep
  • Shadow Demons
  • Doom
  • Shadow Demons use Disruption. Doom uses Infernal Blade, Scorched Earth, and Doom if alive long enough. Urns will afflict strong movement speed slow.
  • It is best to finish the doom as soon as possible, before being overwhelmed by Disruptions from many Shadow Demons.
  • Alternatively, keep distance from Doom (so you don't get Doomed), while killing the rest.
Minimap Aghanim's Labyrinth Urn Your Keep.png
Aghanim's Labyrinth Room Combat.png They Speak in Spectral Tongues
  • Spectre
  • Red Wolf
  • Spectres have a Blade Mail-type effect that pulsates out on each instance of damage, including poison, illusions and scarabs.
  • Spectres can be easily kited. Just be smart in ability usage, AoE and damage over time are the easiest ways to wipe this stage.
  • Viper's Nethertoxin can disable their abilities, allowing the team to kill them easily.
  • The team can form a huge kiting circle and spam skills as they run from many Spectres.
  • Beware of the following modifiers;
    • Surge: Renders above technique difficult with haste
    • Glimmer: It may be difficult to see if any of the vanishing Spectre uses return spell, and players are more likely to trigger the pulses.
Minimap Aghanim's Labyrinth They Speak in Spectral Tongues.png
Aghanim's Labyrinth Room Combat.png The Soothing Sound of Sirens
  • Naga Siren
  • Slark
  • Don't touch the sea mines at the beginning. Start by killing Slarks in the middle. Walk around the perimeter killing Naga Sirens one by one.
  • Then, destroy sea mines while staying near right lower circle path. Big Naga Sirens and several smaller Naga Sirens will appear (has Riptide, Song or the Siren, and Ensnare).
  • Kill smaller Naga Sirens without touching biggest one. Attack her when she is alone. She will use Song of the Siren and summon backup. When the song is over, kill her by using your team's ultimates at the same time.
  • If you have Wyvern, slowly kill all the adds/mobs and then destroy traps in the center. After traps are done, big Naga spawns. Wait until she ults, then Wyvern ult her after she summons help.
Minimap Aghanim's Labyrinth The Soothing Sound of Sirens.png
10 Aghanim's Labyrinth Room Combat.png Carty's Revenge
  • Melee Creep
  • Siege Wagon
  • Assault Captain
  • Siege Wagon uses delayed AoE attack (marker placed on ground). Destroy catapults around the room first.
  • Assault Captain uses Blade Mail and Sun Ray (which roots), Searing chains, as well as having high base damage. Captain can be kited and dis-aggroed. Pay attention to damage return from Blade Mail. Run away when Captain is about to Sun Ray (signaled by exclamation mark).
Minimap Aghanim's Labyrinth Carty's Revenge.png
Aghanim's Labyrinth Room Combat.png The Briney Boys
  • Kunkka
  • Tidehunter
  • Kunkka uses Torrent. Tidehunter has a meter that builds over his head (similar to Visage) before using Ravage. Also has Aghanim's Scepter upgraded Gush that hits in a straight line.
  • Kill Kunkkas and smaller Tidehunters first while kiting the larger one, to minimize Ravages. Stop hitting him to prevent his meter from building.
  • Kunkka will not use Ghost Ship if you stay at a close distance.
  • Beware of the following modifiers:
    • Flicker: Tidehunters can flicker and land Anchor Smash inevitably.
    • Surge: The exploit of this room is generally to out run enemies. Surge will create extra challenge for this room.
    • Meteoric: There are many captains in this room, and map layout can make it difficult to spot incoming meteors.
Minimap Aghanim's Labyrinth The Briney Boys.png
Aghanim's Labyrinth Room Combat.png Your Friend Grunch
  • Underlord
  • Dragon Knight
  • Grunch should be kept alive if possible, as he is a decent tank.
  • Dragon Knights use Dragon Tail, Dragon Breath (applies break) and Dragon Form.
  • Underlord uses Firestorm and buffs Dragon Knight.
  • Focus the Underlords and use buffs on Grunch if available.
  • An exploit of this room is to stay at bottom right wall, behind the activation button. Letting Grunch die. Once Grunch dies, spawning enemies will not aggro and stay at their places. Players can manage to deal with each group properly with cast range and DoT spells. Explosive personality can make this significantly harder, and Meteoric completely disables this exploit.
Minimap Aghanim's Labyrinth Your Friend Grunch.png
Aghanim's Labyrinth Room Combat.png Bogdugg the Bad-Bringer
  • Bogdugg (Miniboss)
  • Ogre Magi
  • Similar abilities to Ogres from Beastly Babies: AoE stun, strong frontal stun. Ogre magi can use Ignite (basically Macropyre).
  • Focus the Ogre Magis.
  • Bogdugg's club slam has extremely long range and deceptively large AoE, If you see him swinging at max range be sure to move away to observe its range.
  • Bogdugg has pretty low attack speed. Ranged hitters can attack freely while moving to the side as Bogdugg's completes each of his attacks.
Minimap Aghanim's Labyrinth Bogdugg the Bad-Bringer.png
12 Aghanim's Labyrinth Room Rest.png Cavern Crossroads
  • No combat.
Minimap Aghanim's Labyrinth Cavern Crossroads.png
12 Aghanim's Labyrinth Room Boss.png Storegga The Ample
  • Storegga (Boss)
  • Storegga has the following attacks:
    • Picks up an ally, disabling them and throwing them at another ally which deals damage to the thrown hero and, if hit, the target.
    • Throw a large rock at range. Can one-shot at lower health/higher difficulties.
    • AoE stun around himself.
    • At lower health, his uses a massive Avalanche, which moves slowly and has a very long range, spawning small Tinys in the process
    • He also has a repeated AoE slow around himself in a short radius, dealing high damage.
  • Avalanche can be avoided behind the large rocks he throws out, or the walls in the room. Staying further back will give you more time to react to the large Avalanche.
  • Listen to Aghanim's dialogue upon entering the room.
Minimap Aghanim's Labyrinth Storegga The Ample.png
Aghanim's Labyrinth Room Boss.png The Purple Shadow
  • Void Spirit
  • Earth Spirit Statue
  • Void Spirit will use all four of Void Spirit's abilities. His "ultimate," used at lower health, will turn Void Spirit untargetable and Earth Spirit statues around the room will start throwing boulders at random directions.
  • The abilities look very similar in windup. Play cautiously until he begins using the Earth Spirit phase, then finish quickly.
  • With enough lifesteal, ranged heroes can ignore and take damage from the Resonant Pulse, effectively another window to attack.
  • Try to stay at open spaces during stone barrage phase.
Minimap Aghanim's Labyrinth The Purple Shadow.png
13 Aghanim's Labyrinth Room Bonus.png The Fowl Feast
  • Chickens
  • Hit the chickens running around the room to make them drop bags of gold. When the time is up, the chickens will teleport away.
  • Melee characters that lack AoE or mobility may be best served to just collect gold, as it despawns.
  • Before fighting the second boss. Always carry Paw of Lucius in backpack if available. If this is the bonus round, Paw of Lucius is a valuable item for dealing many instances of damage to chickens. If there is Winter Wyvern or Weaver with split shot talent in your composition, let that player use the item.
Minimap Aghanim's Labyrinth The Fowl Feast.png
Aghanim's Labyrinth Room Bonus.png Rolling in Riches
  • Pangolier
  • Hit the Greevils while rolling similar to Pangolier. Avoid the stationary enemies with circles around them, or you will be banished temporarily.
  • Spread out, but normally best to keep a player or two in the middle.
Minimap Aghanim's Labyrinth Rolling in Riches.png
14-16 Aghanim's Labyrinth Room Trap.png Corridors of Chaos
  • Traps
  • In order for your team to complete this round, at least one of you needs to finish it, even if all others are dead. So if you have 0 lives left and at least one of your teammates has already finished the Corridor, you have nothing to lose if you go ahead and die fast. But if you have lives and don't want to waste them, then take your time to observe well what's ahead and make your next steps carefully. It's better if there is space between you and your teammates.
  • There are parts that the guillotine are deceptive and can hit/not hit players. Try not to panic while proceeding.
Minimap Aghanim's Labyrinth Corridors of Chaos.png
Aghanim's Labyrinth Room Trap.png Splitting Hairs
  • Traps
  • The only difficult part of this trap is the first guillotine. Try to keep distance and go one by one, as there is hardly enough room for two players to evade the next part which is button-arrow.
Minimap Aghanim's Labyrinth Splitting Hairs.png
14 Aghanim's Labyrinth Room Combat.png Angry Stuff With Wings
  • Wildwings
  • Wildwing captains will cast Tornado with relatively low cooldown.
  • Two or Four little harpies spawn at each cast of Tornado.
  • Try to focus one Wildwing at a time. It is easy to be overwhelmed by Tornadoes and little harpies. Stay in the bottom right corner and wait for individual Wildwings to come by.
  • Beware of the following modifiers:
    • Last stand: Wildwing captain and little harpies hit for high damage. With attack speed boost, it is very dangerous.
    • Explosive Personality: in some occasion, players may simultaneously get stuck by Tornado and cannot avoid explosion from nearby teammate.
    • Deadly: Similar to Last Stand, but much more risky when overwhelmed by many harpies.
Minimap Aghanim's Labyrinth Angry Stuff With Wings.png
Aghanim's Labyrinth Room Combat.png Tiny and Io -
Elemental Adventure
  • Tiny
  • Io
  • Tiny uses Toss. Io uses Tether. Tiny can toss from very far away, they will often wait in the corners. Pings on the minimap will show incoming Io's.
  • Focus on the first Tiny, then try to center your team around one Tiny at a time. You can do this by moving together from corner to corner -- avoid aggro all Tiny at once.
  • Io's attack heroes in range as they land with Toss, with moderately high damage. It is safer to kill Io's first after the first Tiny falls.
  • Beware of the following modifiers:
    • Last stand: io still attack while stunned or moving. If players cannot burst disengaging io, the best hope is to keep great distance from them, though more io will come from toss anyway.
    • Deadly: tosses will now deal very high damage, along with io attacks.
    • Drunk: Tiny may kill heroes with a few hits with critical strike.
Minimap Aghanim's Labyrinth Tiny and Io - Elemental Adventure.png
Aghanim's Labyrinth Room Combat.png Al, the Chemist
  • Alchemist (Miniboss)
  • Alchemist has Chemical Rage, Unstable Concoction (does not self stun), and Acid Spray (400 DPS at level 2). A second Alchemist spawns when the first is at low (<50%?) health.
  • Alchemists are immune to stun and other cc's.
  • Disruptor's Glimpse and Kinetic Field are useful for saving heroes.
  • Level is dangerous on Elite.
Minimap Aghanim's Labyrinth Al, the Chemist.png
15 Aghanim's Labyrinth Room Combat.png Badland Bandits
  • Sabaku Thief
  • Sabaku Bandit
  • Sabaku Captain
  • Drow Ranger will use Sacred Arrow. Large bandits will use Stifling Dagger.
  • Destroy big spawn totems to prevent large bandits from overwhelming the map.
  • Avoid this room if your team composition lacks strong damage. More than one ranged heroes is recommended for this room.
Minimap Aghanim's Labyrinth Badland Bandits.png
Aghanim's Labyrinth Room Combat.png The Bomb Squad
  • Techies (Miniboss)
  • Pudge
  • Pudge uses Hook. Techies uses Proximity Mines in a large line, and Stasis Trap.
  • Pudge doesn't use Hook if there's an ally in melee range. Therefore, immediately find the portal and get on top of Pudges. Techies can be largely ignored until all Pudges are killed.
  • Hook has a moderately long cooldown. With friendly modifiers, players can fight Pudges head-on after hook.
  • Ranged heroes should hit one of the land mines to explode the others in the line.
  • Level is dangerous on elite, but probably the easiest of this set.
Minimap Aghanim's Labyrinth The Bomb Squad.png
Aghanim's Labyrinth Room Combat.png The King Returns
  • Wraith King (Miniboss)
  • Wraith King has Wraithfire Blast, Mortal Strike and Reincarnation (only triggers once in a round). Black King Bar and Eul's Scepter of Divinity are good for dodging Wraithfire Blast.
  • Walk around the room clearing a few Wraith King first before going into the middle to avoid aggroing multiple Wraith Kings.
  • This room requires strong damage and AOE, such as Winter Wyvern's Artic Splash, Sniper's Explosive Shrapnel, or Mjollnir.
Minimap Aghanim's Labyrinth The King Returns.png
16 Aghanim's Labyrinth Room Combat.png No Time To Brood
  • Broodmother
  • Five sizes of spider
  • Large and very large spiders have a Venomous Gale-type spell that, upon connection, spawns spiders. The medium sized spiders (much faster than the rest) that run straight towards you have Batrider's Lasso, which needs to be stunned, dispelled, or otherwise killed ASAP. The spider eggs on the ground can also spawn spiderlings.
  • There are two options to play this room. One is to avoid stepping on white spots, because it poisons the unit and spawn a group of little spiders. After all captains are killed, all remaining white spots pop and players can be overwhelmed by little spiders. Second and safer option is to approach white spots one at at time before killing all spider captains. This way, players can react to medium spiders better to prevent lasso. This also prevents being overwhelmed by little spiders after all spider captains are defeated.
  • Level can be dangerous, especially without reliable ways to disable the medium spiders or protect Lasso'd units.
  • Mirror Shield neutral item is very valuable in this room. A player should equip and engage medium spiders to reflect lasso.
  • Beware of the following modifiers, which in worst case will make the room impossible.
    • Avatar: Medium spiders are much more difficult to interrupt.
    • Pyromaniac: Medium spiders will guarantee a kill on players with uninterrupted lasso and fire trail
    • Glimmer: Medium spiders vanish and lasso on players while being unseen. True sight is required in this case.
Minimap Aghanim's Labyrinth No Time To Brood.png
    • Meteoric: The batrider spiders will just meteor onto your group and drag one of you away.
Aghanim's Labyrinth Room Combat.png Battle Squawks
  • Ember Spirit
  • Phoenix
  • Phoenix uses Flame Spirits. When its health is low, it will use Supernova and pick up the closest hero to it. Egg needs to be killed ASAP.
  • Focus on Ember Spirits before attacking Phoenix.
  • Heroes with low attack speed should be close to Phoenix and let heroes with high attack speed hit the egg.
  • Use the space to evade Fire Spirits and Icarus Dive.
  • Being the most difficult room in this mode, players should avoid it if they are not sure on coordination.
Minimap Aghanim's Labyrinth Battle Squawks.png
Aghanim's Labyrinth Room Combat.png Blazhan and Frozhan
  • Firey Roshan (Miniboss)
  • Icy Roshan (Miniboss)
  • Firey Roshan, after a long windup (throws head back), has very large flame breath line that moves back and forth.
  • Firey Roshan is large and takes a while to kill, keep the small mobs under control in the meanwhile.
  • Firey Roshan's physical attack is the most powerful in the game, it will kill most heroes in one hit on higher difficulties.
  • Firey Roshan's Flame cannot be avoided with Black King Bar. It is best to move aside.
  • Icy Roshan moves and hits faster. It is best to kill Icy Roshan quickly.
  • This boss is by far the easiest of this group. Avoid the stomp by the small Icy Roshan while avoiding the slow fire by Firey Roshan. Thank your lucky stars you got this choice.
  • Following modifiers significantly boost difficulty of this room:
    • Surge: Roshan bosses hit for high damage, which players cannot afford getting hit more than 2 times. Surge allows Roshans to close the gap and minimize the opportunity for players to hit.
    • Flicker: It creates a random case where Roshans can randomly "Blink Slap" players. Also causes confusion of Fire Breath direction when Fiery Roshan blinks.
Minimap Aghanim's Labyrinth Blazhan and Frozhan.png
17 Aghanim's Labyrinth Room Rest.png Seaside Market
  • No combat.
Minimap Aghanim's Labyrinth Seaside Market.png
18 Aghanim's Labyrinth Room Boss.png The Apex Mage
  • Aghanim

Model Aghanim.png

  • Aghanim has the following abilities:
    • An AoE stun around himself
    • Summon shards that hit a targeted AoE. (do not damage while traveling).
      • At higher difficulties, he has Frost Armor during the shard attack.
    • A laser that chases units and leaves fire on the ground.
      • High move speed is required to avoid it (~375-450 depending on difficulty).
      • Force Staff or mobility abilities are also useful in avoiding the laser.
      • Move back towards Aghanim for the best chance of avoiding the laser.
    • Summon spears that lock onto targets before launching (will pin and knockback like Spear of Mars).
      • Spears spawn at staggered periods of time, and the further away you are, the more time you have to dodge.
    • Blink, and a series of shards that hit a small AoE with temporary knockback.
    • At low health, Aghanim channels and create crystals targeting each living player, randomly locking one of their abilities until the crystals are destroyed.
      • Aghanim also creates medium Tinys with no abilities.
      • The crystals circle around Aghanim and have no other effects.
      • If a player dies and revives, all their abilities are unlocked.
      • Eul's Scepter of Divinity can be used before Aghanim finishes channeling to avoid your ability being stolen. It also gives Movement speed and is useful on all heroes.
    • At very low health, Aghanim creates a large circle of crystals that move in waves, exploding if a player hits them.
  • As high movement speed means a lot in this fight, Boots of Travel 2 is often more important than buying one more damage item. Force Boots are also good.
  • The shard attack and the ability stealing channel provide good opportunities to damage Aganhim as the shards are relatively easy to dodge and the ability steal does not deal damage.
Minimap Aghanim's Labyrinth The Apex Mage.png
Aghanim's Labyrinth Room Mystery.png Mystery Encounter
  • One random non-boss room.

Items[edit]

Aghanim's Labyrinth Shopkeeper.png
  • Most standard items can be purchased.
  • Special event items can be found as drops from enemies, destructible objects, and treasure chests at the end of each room.
  • Special consumable items can be purchased from Bristle's Baubles, a shop owned by Bristleback minimap icon.png Bristleback.

Consumables[edit]

Icon Name Description Shop
Aghanim's Labyrinth Gold Bag icon.png Gold Bag Grants gold based on the round
Dark Moon Health Potion.png Health Potion Restores 20% health to the entire team.
Dark Moon Mana Potion.png Mana Potion Restores 20% mana to the entire team.
Book of Strength icon.png Book of Fortitude Permanently grants +5 Strength attribute symbol.png strength to the user.
Book of Agility icon.png Book of Celerity Permanently grants +5 Agility attribute symbol.png agility to the user.
Book of Intelligence icon.png Book of Insight Permanently grants +5 Intelligence attribute symbol.png intelligence to the user.
Aghanim's Labyrinth Battle Points icon.png Battle Points Awards Battle Points to the entire team.
Arcane Fragments icon.png Arcane Fragments Awards Arcane Fragments to the entire team.
Life Rune icon.png Life Rune Gain an extra life Bristleback minimap icon.png
Book of Strength icon.png Book of Strength Permanently grants +3 Strength attribute symbol.png strength to the user. Bristleback minimap icon.png
Book of Agility icon.png Book of Agility Permanently grants +3 Agility attribute symbol.png agility to the user. Bristleback minimap icon.png
Book of Intelligence icon.png Book of
Intelligence
Permanently grants +3 Intelligence attribute symbol.png intelligence to the user. Bristleback minimap icon.png
Purification Potion icon.png Purification Potion Instantly heals you for 1000 health whilst damages
enemies around you for 1000.
Bristleback minimap icon.png
Ravage Potion icon.png Ravage Potion Slams the ground, causing tentacles to erupt in all directions,
damaging and stunning all nearby enemy units.
Bristleback minimap icon.png
Echo slam Potion icon.png Echo slam Potion Shockwaves travel through the ground, damaging enemy units.
Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
Bristleback minimap icon.png
Arcanist Potion icon.png Arcanist Potion Reduces ability cooldowns and mana costs. Bristleback minimap icon.png
Dragon Potion icon.png Dragon Potion Transform into a Dragon, gaining Corrosive Breath,
Splash Damage/Slow,and increased Magic Resistance.
Bristleback minimap icon.png
Small Scepter Fragment icon.png Small Scepter
Fragment
Unused
Double Damage Potion icon.png Double Damage Potion Grants double damage for ?? seconds.
Spell Amp Potion icon.png Spell Amp Potion Grants 100 bonus spell damage for ?? seconds.
Evasion Potion icon.png Evasion Potion Grants 100 bonus evasion for ?? seconds.
Tome of Greater Knowledge icon.png Tome of Greater
Knowledge
Grants half of the total experience required to reach the next level to all friendly Heroes.
Torrent Reflex icon.png Torrent Reflex Grants permanent effect. When attacked, you have a 3% chance to summon a
rising torrent that hurls enemy units into the sky after a short delay.
Units caught in the torrent are stunned, damaged, and slowed.
Shadow Wave Reflex icon.png Shadow Wave Reflex Grants permanent effect. When attacked, you have a 5% chance to send out a
bolt of power that arcs between allies, healing them while damaging
any units standing nearby. You are always healed by Shadow Wave.
Refresher Shard icon.png Refresher Shard Resets the cooldowns of all your items and abilities. Shareable.

Neutral items[edit]

  • Special neutral items can be found as random drops or in treasure chests at the end of each room.
  • Regular neutral items also drop, but are not listed here.
  • Bristleback minimap icon.png Bristleback's shop will sell 8 random neutral items.
Icon Name Description
Oblivion's Locket icon.png Oblivion's Locket Passive: +5 All stats

Active: Spook (Channeled) - Become ethereal,
immune to physical but taking ??% extra magic damage for up to 1 second. Cooldown: 10

Pelt of the Old Wolf icon.png Pelt of the Old Wolf Passive: +5 Armour, +35 movement speed, +15% evasion
Paw of Lucius icon.png Paw of Lucius Passive: Sharp Claws
Attacks have a 25% chance to inflict Rupture for 10 seconds.
Longclaw's Amulet icon.png Longclaw's Amulet Passlive: +4% Spell Lifesteal, +8% Cooldown reduction, +8% Mana Cost reduction
Bogdugg's Cudgel icon.png Bogdugg's Cudgel Passive: Smash (Melee only) - All attack speed is halved, but attacks deal
splash damage in a 250 unit area around the target and stun for 1 second.
Bogdugg's Baldric icon.png Bogdugg's Baldric Passive: -50% stun duration, +?? armour, -30 movement speed.
Bogdugg's Lucky Femur icon.png Bogdugg's Lucky Femur Passive: Skillshot - After an ability is cast,
it has a ??% chance to be immediately refreshed.
Sign of the Arachnid icon.png Sign of the Arachnid Passive: Arachnid Aura
Allies gain bonus movement and attack speed.
Preserved Skull icon.png Preserved Skull Passive: Conjuration Aura
Allies gain 5 bonus mana regen and 10% cooldown reduction.
Treads of Ermacor icon.png Treads of Ermacor Passive: +50 movement speed, +40 attack speed, +10 All stats
Guardian Shell icon.png Guardian Shell Passive: Unwavering - Movement Speed cannot
be slowed and wearer cannot be rooted.
Watcher's Gaze icon.png Watcher's Gaze Active: Stone Gaze - Enemies within your frontal cone
are turned to stone and take additional physical damage.
Winter's Embrace icon.png Winter's Embrace Passive: Icy Shell - Physical attackers have their attack speed
and movement speed slowed for ?? seconds.
Precious Egg icon.png Precious Egg Passive: Last Chance - If an attack would deal lethal damage,
it has a 33% chance to leave the wearer at 1 health.
Stony Coat icon.png Stony Coat Passive: Barrage - When the wearer takes damage, there is a 20% to
retaliate with a thrown boulder, which deals ?? damage and stuns for 0.6 seconds.
Stonework Pendant icon.png Stonework Pendant Passive: Blood From a Stone - Spells now cost hit points equal to 2x their mana cost,
and the wearer gains bonus hit points and health regen equal to the size of their mana pool
and mana regen, but no longer has a mana pool.
Gravel Foot icon.png Gravel Foot Passive: +50 movement speed, +8 All stats, +8 HP regen, +25 Damage block
Wand of the Brine icon.png Wand of the Brine Passive: +30 Int

Active: Brinefoam - Puts a friendly unit in a protective
healing bubble for 3 seconds, healing it for ?? every ?? second.

Slippers of the Abyss icon.png Slippers of the Abyss Active: Aqueous Rush
Increase movement speed by 200 for ?? seconds.
Ambient Sorcery icon.png Ambient Sorcery Passive: Ambient Sorcery - +10 Int
Reduces nearby units' magic resistance by 15%.
Ogre Seal Totem icon.png Ogre Seal Totem Active: Ogre Seal Flop - Flop like an ogre seal,
doing ?? damage and stunning for ?? second on each bounce.
Cloak of the Bear icon.png Cloak of the Bear Aura: Rough Bearskin
Provides 10% bonus magic resistance to nearby allies.
Random Neutral item A random regular neutral item.
Unused Neutral items[edit]
Icon Name Description
Creed of Omniscience icon.png Creed of Omniscience Passive: Study Grants bonus experience.
Unhallowed Icon icon.png Unhallowed Icon Passive: Bloodbond Aura - Allies gain bonus health regeneration.
When any unit affected by Unhallowed Icon attacks, 10% of the damage dealt is stolen
as life and distributed among all affected by the aura.
Rhyzik's Eye icon.png Rhyzik's Eye Passive: +15% Damage, +15% Incoming damage reduction,
+15 HP regen, +15 Mana regen, +15 All stats
Carapace of Qaldin icon.png Carapace of Qaldin Passive: Acidic Regeneration - All mana and health gained are doubled,
and a percentage of all damage taken is reflected back upon the attacker.
The Caustic Finale icon.png The Caustic Finale Passive: Caustic Finale - Attacks reduce a percentage of the target's armor.
This effect stacks up to ?? times.
If the target dies under this effect, it explodes, dealing damage in an area of effect.
Ice Dragon Maw icon.png Ice Dragon Maw Passive: Chilling Bite - Your attacks have a 25% chance to
freeze the target for 0.75 seconds.
Glimmerdark Shield icon.png Glimmerdark Shield Active: Gleam - Gain immunity to physical damage,
but receive ?? magic damage. Lasts ?? seconds.
Siltbreaker's Dredged Trident icon.png Siltbreaker's Dredged
Trident
Passive: Critical Strike
Grants each attack a ??% chance to deal ??% additional damage.
Lifestone icon.png Lifestone Active: Health Pact
Converts 40 health into 50 mana every 0.5 seconds.
Violet Blade icon.png Violet Blade Passive: Devastation
Your attacks reduce the target's armor by ?? for ?? seconds.
Amorphotic Shell icon.png Amorphotic Shell Passive: Division - When you take an attack greater than 25 damage,
you have a ??% to spawn a friendly amoebite for ?? seconds.

Ascension levels[edit]

  • Five difficulty levels are available. The preceding difficulty level must be beaten first before the next one is playable.
  • Higher difficulty levels have more Room Effects, which are buffs for enemies.
  • Higher difficulty levels also increase the Room Depth, meaning higher Depth rooms show up earlier. For example, at Sorcerer, at Depth 3 you will face rooms as if it were Depth 5.
  • Beating a level will reward players with a line for the Chat Wheel.
Level Difficulty Reward
Aghanim's Labyrinth Aghanim's Labyrinth Level 1.png Apprentice - Emoticon: Emoticon aghs scepter.gif
  • Friends, let us skirmish!
Aghanim's Labyrinth Aghanim's Labyrinth Level 2.png Magician +1 Room Effect and Depth
  • ▶️ I, I admit nothing but my sadness that you're gone.
Aghanim's Labyrinth Aghanim's Labyrinth Level 3.png Sorcerer +2 Room Effects and Depth
  • Now for the ol' razzle-dazzle!
Aghanim's Labyrinth Aghanim's Labyrinth Level 4.png Grand Magus +3 Room Effects and Depth
  • ▶️ Bock bock bock, that is what you sound like!
Aghanim's Labyrinth Aghanim's Labyrinth Level 5.png Apex Mage +4 Room Effects and Depth
+1 Room Effect Boss
  • ▶️ Ahhhh ha ha ha ha ha ha ha ha hoo, let's do this!

Room Effects[edit]

  • Random effects from this list are added at higher difficulties to make the Labyrinth more challenging.
  • Captains refer to larger monsters.
Room Effect Description
Pyromaniac (Elite only) Enemy Captains produce fire trails
Quiet, please! Enemy Captains occasionally silence nearby players
Living In A Bubble When in the bubble, enemy Captains gain evasion from attacks from outside
Temple Guardians' Wrath Temple Guardians' cast Sun Strike
Rizzrack's Blade Dance Rizzrack throws his chakrams
Galvanic Farewell (Elite only) Enemy Captains cast plasma field on death
Stone Faced Enemy Captains take reduced damage from the front (Break disables this)
Explosive Personality (Elite only) Players occasionally explode to damage allies
Magical Fortitude All enemies have increased magic resistance (40%)
Thick Skinned All enemies have increased amor
Lucky Strike All enemies have a critical strike
Deadly All enemies deal increased damage (35%)
Last Stand Enemy Captains gain increased attack speed at low health for a short time (200AS)
Surge All enemies have increased movement speed and cannot be slowed
Chilling Touch All enemy attacks slow their targets. Multiple debuffs stack.
Avatar Enemy Captains occasionally gain magic immunity
Death Curse All enemies debuff the armor of their killers
Vampiric Enemy Captains gain lifesteal from all damage at low health for a short time
Degen Field (Elite only) Enemy Captains reduce healing of nearby players by 100%.
Flicker Enemy Captains teleport randomly and purge debuffs from themselves.
Drunk Enemy Captains occasionally gain bonus move speed, evasion, and critical strike.
Glutton All enemies debuff the turn rate and attack speed of their killers. (can be dispelled)
Glimmer Enemy Captains occasionally gain persistent invisibility.
Clumsy Enemy Captains root their killers upon death.
Impatient Enemies gradually gain size, damage, and health.
Meteoric (Elite only) Enemy Captains sometimes become meteors and launch themselves at Heroes.

Rewards[edit]

  • Players earn Aghanim's Labyrinth Arcane Fragments icon.png Arcane Fragments after every game. The first 1,800 Fragments earned each week are tripled in value, resulting in a total of 5,400 Fragments.
  • Players who own the Battle Pass can earn up to 2,000 Battle Points per week. This limit is raised to 3,000 at Battle Pass 150, and 4,000 at Battle Pass 250.

Blessings[edit]

  • Blessings are permanent buffs that can be purchased in the Battle Pass with Aghanim's Labyrinth Arcane Fragments icon.png Arcane Fragments.
Icon Name Effect Cost
Aghanim's Labyrinth Blessing Popping the Bottle.png Popping the Bottle Your Bottle can hold one additional charge 100
Strength attribute symbol.png Strength
Aghanim's Labyrinth Blessing Hearty Form.png Hearty Form +10 Health per level 500
Aghanim's Labyrinth Blessing Heavier Books.png Heavier Books Strength Books provide an 1 additional Strength 750
Aghanim's Labyrinth Blessing Great Strength.png Great Strength +2 Strength 750
Aghanim's Labyrinth Blessing Sage Healer.png Sage Healer Health potion pickups are 20% more effective 750
Aghanim's Labyrinth Blessing Rapid Reincarnation.png Rapid Reincarnation Reduces your respawn time by 25% 1000
Aghanim's Labyrinth Blessing Death Explosion.png Death Explosion Explode on death, dealing 100 damage times your level to enemies in a 350 radius 1000
Aghanim's Labyrinth Blessing Dazzling Doctor.png Dazzling Doctor Shadow Wave Reflex Potions heal and damage by an additional 50% 1000
Aghanim's Labyrinth Blessing Munificent Purifier.png Munificent Purifier Purification Potion damage radius is increased by 100% and also removes debuffs from the target 1500
Aghanim's Labyrinth Blessing Superior Strength.png Superior Strength +3 Strength 1500
Aghanim's Labyrinth Blessing A Blessed Bite.png A Blessed Bite +5% Life Steal 2000
Aghanim's Labyrinth Blessing Torrenter's Fortune.png Torrenter's Fortune Torrents triggered by Torrent Reflex Potions deal 50% more damage 2000
Aghanim's Labyrinth Blessing Absolutely Yoked.png Absolutely Yoked +4 Strength 2500
Aghanim's Labyrinth Blessing Thorny Hide.png Thorny Hide Reflect 4% of all damage taken back to the attacker 4000
Agility attribute symbol.png Agility
Aghanim's Labyrinth Blessing Blazing Hand.png Blazing Hand +10 Attack Speed 500
Aghanim's Labyrinth Blessing Lighter Books.png Lighter Books Agility Books provide an additional 1 Agility 750
Aghanim's Labyrinth Blessing Great Dexterity.png Great Dexterity +2 Agility 750
Aghanim's Labyrinth Blessing A Leg Up.png A Leg Up Start with 125 extra gold 750
Aghanim's Labyrinth Blessing Hasty Recovery.png Hasty Recovery Gain hasted movement and +50 attack speed during the invulnerability period after respawning 1000
Aghanim's Labyrinth Blessing The Legendary Slammer.png The Legendary Slammer Echo Slam potions deal an additional 40% more damage per echo 1000
Aghanim's Labyrinth Blessing Full Plate.png Full Plate +2 Armor 1000
Aghanim's Labyrinth Blessing The Dodger.png The Dodger +5% Evasion 1500
Aghanim's Labyrinth Blessing Superior Dexterity.png Superior Dexterity +3 Agility 1500
Aghanim's Labyrinth Blessing A Blessed Boost.png A Blessed Boost +8% Movement Speed 2000
Aghanim's Labyrinth Blessing Fleetest Foot.png Fleetest Foot +4 Agility 2500
Aghanim's Labyrinth Blessing Forsaken Dragon.png Forsaken Dragon Dragon Potions now transform you into a Black Dragon,
increasing attack damage by 25% and giving you flying movement
2500
Aghanim's Labyrinth Blessing Blessed Frenzy.png Blessed Frenzy +2 Damage per level 4000
Intelligence attribute symbol.png Intelligence
Aghanim's Labyrinth Blessing Greater Conjurations.png Greater Conjurations +10% Mana 500
Aghanim's Labyrinth Blessing Studious One.png Studious One Mana potion pickups are 20% more effective 750
Aghanim's Labyrinth Blessing Great Intellect.png Great Intellect +2 Intelligence 750
Aghanim's Labyrinth Blessing Longer Books.png Longer Books Intelligence Books provide an additional 1 Intelligence 750
Aghanim's Labyrinth Blessing The Arcanist's Touch.png The Arcanist's Touch Arcanist Potions are 50% more effective 1000
Aghanim's Labyrinth Blessing The Rage Mage.png The Rage Mage Restore 6 mana after killing an enemy 1000
Aghanim's Labyrinth Blessing Superior Intellect.png Superior Intellect +3 Intelligence 1500
Aghanim's Labyrinth Blessing A Resolute Mind.png A Resolute Mind +5% Magic Resistance 1500
Aghanim's Labyrinth Blessing Stampede Ravager.png Stampede Ravager Ravage Potion stun duration increased by 50% 2000
Aghanim's Labyrinth Blessing Wisened Sorcerer.png Wisened Sorcerer +6% Spell Amplification 2000
Aghanim's Labyrinth Blessing Galaxy Mind.png Galaxy Mind +4 Intelligence 2500
Aghanim's Labyrinth Blessing The Vampire Mage.png The Vampire Mage +5% Spell Life Steal 2500
Aghanim's Labyrinth Blessing Miracle of Life.png Miracle of Life Start the run with 1 additional life 4000
Unused
Belief in Thyself Primary Stat Bonus Level 1-4
Self Actualization All Stat Bonus Level 1-4 (Requires: Primary Stat Bonus Lvl 4)
Bountiful Plunder Gold Bag pickups give you 20% more gold
Aghanim's Sack Lunch Start the run with an additional Mango and an additional Healing Salve
Potency Start with a healing salve (Requires: Mango)
Bounty of Renewal Refresher Shards restore 50% of your maximum health

Aghanim's Trials[edit]

  • Every Sunday after July 21st, there will be a five-hour window for players to compete in Aghanim's Trials. Players will be scored based on how far they make it into the Labyrinth, and how long their party lasts.
  • Players can pick a two-hour window to queue for the Trials. There is no limit on how many times players can queue. Solo queue is available.
  • Top scoring players are placed on the leaderboards, and given rewards based on their score tier. Players can earn multiple rewards if they place high enough.
  • Players will compete globally, against all regions for the best score and rewards.
  • Leaderboards and reward distribution are reset every Sunday.

Rewards[edit]

Tier Reward
Tier 1
(1st Place)
Tier 2
(1st-3rd Place)
Tier 3
(1st-10th Place)
1 random Arcana item
Tier 4
(Defeat first boss)
In-game Aghanim's Effect
(Temporary, expires after one week)

Achievements[edit]

Name Activity Battle Points
LOOK AT YOU! Defeat Aghanim in Apprentice Level Aghanim's Labyrinth 500
THAT WAS IMPRESSIVE-ISH! Defeat Aghanim in Magician Level Aghanim's Labyrinth 1000
ONE FINAL TEST REMAINS! Defeat Aghanim in Sorcerer Level Aghanim's Labyrinth 2000
AGHANIM THE PROUD Defeat Aghanim in Grand Magus Level Aghanim's Labyrinth 3000
THE APEX MAGE Defeat Aghanim in Apex Mage Level Aghanim's Labyrinth 5000

Lore[edit]

Voice announcer[edit]

Intro[edit]

Across dimensions, strength succumbs to knowledge.
Yet knowledge wilts in the shadow of the unknown.
And the unknown only yields to strength.”

-- Grunch; as spoken to his captor

Dialogue[edit]

"I am Aghanim. Yes, THAT Aghanim."

"Aghanim the mighty. Aghanim who studied dark, forbidden magic and became lost across the astral dimensions in an effort to create a grand scepter. I'm sure you heard lies of my works in hero school. But here is something your stupid teachers DIDN'T tell you: Aghanim then sought out the deadliest creatures from the darkest dimensions and brought them here to test the mettle of the mightiest among you. Sharpen your blades! Utter your incantations! Stretch! Perform your vocal warm ups!"

"What horrors lie in wait for your party? Allow Aghanim the mighty to tell you -- several horrors!"

"Aghanim the Generous offers you a panoply of ways to die."

"Such strong and mighty warriors! Imagine what you could accomplish with tools such as 'skill' and 'talent'!"

"Dear friends, Aghanim the humble does not toot his own horn! But if he did it would sound like the wails of your party meeting its demise!"

"Are you pumped? Great. Are you focused? Perfect. Did you pick out a headstone that reads 'Died of hubris, leaving behind only a cat and a pile of blood-soaked clothes?' I hope so."

"Surviving Aghanim the Mighty's labyrinth earns you my respect. But what's BETTER than Aghanim the Mighty's respect? The knowledge that you've outperformed everyone else in the world. And what's BETTER than knowing you've outperformed everyone else in the world? Prizes!"

"What darkness motivates your party to submit to almost certain death? It must be the most potent of all desires: the insatiable need for fancy stuff!"

"Champion, take in to your charge this rarest of babies. It is no matter how I got them. Look, they're not stolen."

"You've NEVER seen shoes like these before. Hand cobbled from a stock of long-forgotten quillboar leather, soaked in the sea-water from an alternate dimension, chic but practical for every-day wear, offered in men's and women's whole and half sizes. The price? Your blood."

"Allow Aghanim's keen eye to offer you a near-priceless restyling!"

"May all that gaze upon you know that you did not immediately turn to dust upon setting foot in my labyrinth. No, you waited dozens of minutes to do that."

"It's a time trial! We're putting time on trial! Time! Take the stand!"

Trailer[edit]

"Any layman with a feeble grip can carve wood or hammer steel. Even the tender hands of a child can grasp a set of instructions. But to create something takes rare hands. Shrewder hands. Handsome, brilliant hands. The hands that forged the first scepter of power. My hands have slipped through dimensions, touching things that warped the mind to test the mettle of the strongest willed."

"From the far reaches of the astral plane, beyond countless dimensions, MONSTERS! BEASTS! Beasts without legs! Beasts that are only legs! Heroes that aren't heroes at all! I have brought them here to answer one simple question: Can your hands wield the true Aghanim's Scepter?"

Trailer[edit]

Gallery[edit]

Minimaps

Trivia[edit]

  • Aghanim's (the announcer) voice actor is Rich Sommer.
  • This event uses many assets from the Siltbreaker event.
  • The name "Tiny and Io - Elemental Adventure" is a reference to a TI6 short film entry which involved Io stealing last hits from Tiny which results in a ping war. As a nod, players will always hear a ping whenever an Io is tossed their way.
  • The needle of light that shines out of a completed room totem acts as a compass pointing the players to the next correct doorway.

External links[edit]