Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spell. While spells are being channeled, a draining bar will appear on the screen, indicating how much time is left in the channel.
Interrupting channeled abilities
If the channeling unit is issued another command, such as to move, stop, or attack, the unit will disrupt the channeled ability. Casting other spells or using items will also interrupt channeling, with the exception of toggled abilities, Wind Walk abilities, a few other abilities like , and the items below.
The only items that may be activated while channeling are, , , (switching only), , , , , , , and . Note that even though these items do not interrupt channelings upon cast, their effects after cast (like self-silence) may still interrupt the channeling. Activating any other item will interrupt channeling.
Any disable that would normally prevent a unit from casting the spell in question will also interrupt channeling. This includes stuns, cyclones, hexes, sleeps, and getting hidden. Though they do not prevent casting, most root effects will also interrupt channeling. Silence will interrupt channeling from abilities only, while mute will interrupt channeling from items. Some abilities that forcibly move units, such as or (the first applies a ministun while moving units, and the second one is like an uncontrollable blink), will interrupt channeling as well, even if used on friendly units; however, other abilities like and , will not interrupt channeling, because they just give a little push to their targets.
If the channel is interrupted before the spell's effects occur, the mana and cooldown will be wasted, and the spell's effect will be cut short, and in some cases will not perform their effects at all. This is in contrast to other, non-channeled spells with high cast times, such asand , which will not expend mana or go on cooldown until the spell has been completed. Certain channeled spells, such as and , will still perform their effect even if they are canceled, usually at the cost of damage.
- Max Channel Time: 10
Damages and slows nearby enemy units.
- Channel Time: 1.3
At the end of the duration, sleeps and deals damage to nearby enemy units.
- Max Channel Time: 4
Damages, disables, and sucks in enemy units in an area.
- Max Channel Time: 2/3/4/5
When the channel ends or is canceled, releases a wave that deals damage based on how long it was channeled.
- Max Channel Time: 5
Drains mana from a single target.
- Max Channel Time: 1.6
When the channel ends or is canceled, Monkey King jumps towards the target area and deals damage and slows based on the time spent channeling.
- Max Channel Time: 0.75/1.5/2.25/3.25
Renders the caster invulnerable and untargetable for the duration.
- Max Channel Time: 10
Drains health from a single target.
- Channel Time: 2
At the end of the duration, slows and deals damage to nearby enemy units for 3 seconds.
- Channel Time: 3/1.5/0.75
At the end of the duration, refreshes the caster's cooldowns.
- Max Channel Time: 16
Slows enemy units in an area.
- Max Channel Time: 40
Creates a controllable Tornado that slows and deals damage to nearby enemy units.
- Max Channel Time: 1
When the channel ends or is canceled, deals damage and destroys trees in a line. If it is canceled early, the damage will be greatly reduced.
- Max Channel Time: 8
Creates a Death Ward that attacks nearby enemy heroes.
- Channel Time: 3
Teleports the caster to a friendly non-hero unit (/hero when upgraded) at the end of the duration.
- Channel Time: 2.5
At the end of the duration, drops a meteor at the target area, damaging and stunning enemy units and buildings.
- First Channel Time: 3
Second Channel Time: 5
Following Channel Time Increase: 0.5
Teleports the caster to a friendly building at the end of the duration.
- Added a new option to require stop or hold command to interrupt own channeling abilities.