Cold Feet gets dispelled when the target gets tossed in the air
Cold Feet's break distance is shperical, instead of a 2 dimensional circle like other AoE effects. This means that it gets dispelled when the targeted unit gets Toss
ed, even when getting tossed straight upwards.
Cold Feet's recharge time is wrong on level 2 and higher
When choosing the level 25 talent which replaces the cooldown with 3 charges, the recharge time is supposed to be equal to the cooldown on the same level. However, when on level 2 or higher, only the very first charge uses the correct recharge time (without taking cooldown reduction into account), while all other charges use the level 1 cooldown (taking cooldown reduction into account) as recharge time, taking significantly longer to recharge than the first charge.
Gyrocopter's Homing Missile
has this issue as well.
Rubick's stolen Cold Feet copies the charge talent
Rubick generally does *not* copy talents of spells. However, he does gain the charges of Cold Feet when stealing it, going against the rule of not copying talents.
The same goes for a stolen Homing Missile
, where Rubick also copies the charges talent.
Cold Feet does not have infinite charges in -wtf mode
The wtf mode grants charge-based spells infinite charges. However, it does not do this for spells which do not have charges from the beginning. This means that Cold Feet does not have infinite charges in this mode.
Other spells affected by this are Homing Missile
and Demonic Purge
Cold Feet's recharge timer on the status buff visually resets when respawning, causing its cooldown to desync with the charges
When a charge is currently recharging, respawning during it causes the green sweep on the status buff icon to reset, while the actual recharge time is unaffected and continues normally. This can cause the cooldown to desync with the recharge time if the last charge is getting used after respawning.
Other spells affected by this are Rupture
, Stone Remnant
, Fire Remnant
, Homing Missile
and Demonic Purge
Cold Feet's initial debuff appears like a permanent debuff in the status bar
Expiring buffs and debuffs show their remaining duration on the border of the icon in the status bar, a gree/red ring around the icon depletes based on how long the effect lasts. Despite being an expiring debuff, Cold Feet's debuff does not show this and appears like a permanent effect in the status bar.
Ice Blast does not prevent healing done by Decay and Whirling Death
Ice Blast is able to prevent health gained by gaining strength. However, the health gained by gaining strength through Decay
or by regaining lost strength upon expiring of Whirling Death
's debuff on strength heroes is not prevented. False Promise
does not prevent health gain through Decay and Whirling Death either.
Ice Blast can shatter heroes who are above the shatter threshold
Due to how Ice Blast's shatter works, it can shatter a hero who is above the shatter threshold. The effect checks for the hero's health on each tick, and if the health is below the threshold in one tick, the shatter is applied on the next tick. Any healing done before the shattering tick is ignored completely.
Ice Blast instantly removes the health bonus of Granite Aura
When affected by Granite Aura
, getting hit by Ice Blast causes the hero to instantly lose the health bonus of the aura on its current health. This only happens when at full or almost full health.
The same happens when applying False Promise
on a hero under the aura's effect.
Recasting Ice Blast makes the previous cast hit the new location
When recasting Ice Blast before the previous cast finishes causes the previous cast to apply its effects at wherever the second cast was targeted. This means the projectile of the first cast, although still traveling towards its correct location, applies the area damage/debuff on enemies around where the second cast was targeted. The second cast overrides the destination of the first cast's projectile.
Ice Blast does not properly pierce spell immunity Ice Blast
does not attempt to damage spell immune enemies on impact. Since it is supposed to pierce spell immunity, it should apply its impact damage as well. Although it would get reduced to 0, this still is registered as damage, since some effects do react on 0 damage, or react on damage before any reductions.
Ice Blast prevents Duel from granting its victory damage
When the Duel
caster dies to Ice Blast's shatter, the Duel target does not gain victory damage, despite being declared the winner. This interaction only works one way. This means when the Duel target dies to Ice Blast's shatter instead, the caster does gain the victory damage.
Ice Blast overrides the forced credits of Reaper's Scythe and makes it not apply its respawn time increase Reaper's Scythe
is supposed to increase the respawn time of the target and grant the kill credits to its caster when the target dies during it. However, when the target dies to Ice Blast's shatter (regardless of who triggered it), neither the respawn time increase is applied, nor is the kill creditted to the caster of Reaper's Scythe.
Ice Blast prevents Wraith King's Reincarnation when the required mana is acquired by Soul Ring
When dying to Ice Blast's shatter, Reincarnation
does not trigger if the required mana was gained through Soul Ring
Ice Blast prevents the Tempest Double from granting its kill bounties
When the Tempest Double dies to Ice Blast's shatter, it neither grants experience, nor gold to its killer.
Ice Blast prevents the cooldown reduction of Chakra Magic on Reincarnation
When dying to Ice Blast's shatter while affected by Chakra Magic
, its cooldown reduction on Reincarnation
Ice Blast prevents Track from granting gold
When a hero dies to Ice Blast's shatter while Tracked
, it does not grant Track gold
Ice Blast malfunctions when cast by illusions when it dies before impact
Upon death, Ice Blast is getting automatically released if it is active and was not released yet. When Ice Blast is cast by an illusion, the blast does get released, however, the icy ball neither applies the frostbitten debuff on enemy heroes it passes through, nor does it apply the impact damage/debuff upon reaching its destination. Furthermore, the visual effect marking the area gets stuck permanently.
Ice Blast's sub-spell has only 1 level, causing several issues
Sub-spells usually have the same amount of levels than the spell they belong to. Their level is automatically set equal to the main spell. However, Ice Blast's sub-spell has only 1 level, causing the following issues:
- ALT-clicking on Ice Blast while its sub-spell is active always shows level 1 as its level in the chat, regardless of which level Ice Blast actually is.
- Illusions created of Ancient Apparition while Ice Blast's sub-spell is active always have level 1 Ice Blast, regardless of which level Ice Blast is on the main hero.
- Ice Blast cannot be leveled up while the sub-spell is active, getting the "Ability Is At Max Level" error message, even when Ice Blast is not on level 3 yet.
Other spells with the same issue are Tether
and Song of the Siren
Ice Blast's launch sound does not play when launched on death by Rubick or an illusion
When Ice Blast gets launched automatically on death, it plays its launch sound. However, it only does this when Ancient Apparition was the caster. When the caster was Rubick or an illusion, the launch sound does not play.