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Warlock channeling Upheaval

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[edit]

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 Blade Fury icon.png Blade Fury, and the items below.

The only items that may be activated while channeling are Armlet of Mordiggian (Inactive) icon.png Armlet of Mordiggian, Glimmer Cape icon.png Glimmer Cape, Mask of Madness icon.png Mask of Madness, Observer and Sentry Wards 1 icon.png Observer and Sentry Wards (switching only), Phase Boots icon.png Phase Boots, Radiance (Active) icon.png Radiance, Ring of Aquila (Active) icon.png Ring of Aquila, Ring of Basilius (Active) icon.png Ring of Basilius, Shadow Amulet icon.png Shadow Amulet, Shadow Blade icon.png Shadow Blade, Shiva's Guard icon.png Shiva's Guard and Silver Edge icon.png Silver Edge. 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, Mini-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 spells that forcibly move units, such as Vacuum icon.png Vacuum or X Marks the Spot icon.png X Marks the Spot (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 spells like Force Staff icon.png Force Staff and Boulder Smash icon.png Boulder Smash, 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 as Assassinate icon.png Assassinate and Requiem of Souls icon.png Requiem of Souls, which will not expend mana or go on cooldown until the spell has been completed. Certain channeled spells, such as Illuminate icon.png Illuminate and Powershot icon.png Powershot, will still perform their effect even if they are cancelled, usually at the cost of damage.

Channeled spells[edit]

  • Fiend's Grip icon.png
    Max Channel Time: 5 ( 12)
    Disables, damages, and drains mana from a single target.
  • Freezing Field icon.png
    Max Channel Time: 10
    Damages and slows nearby enemy units.
  • Echo Stomp icon.png
    Channel Time: 1.3
    At the end of the duration, sleeps and deals damage to nearby enemy units.
  • Black Hole icon.png
    Max Channel Time: 4
    Damages, disables, and sucks in enemy units in an area.
  • Illuminate icon.png
    Max Channel Time: 2/3/4/5
    When the channel ends or is cancelled, releases a wave that deals damage based on how long it was channeled.
  • Mana Drain icon.png
    Max Channel Time: 5
    Drains mana from a single target.
  • Primal Spring icon.png
    Max Channel Time: 1.6
    When the channel ends or is cancelled, Monkey King jumps towardst he target area and deals damage and slows based on the time spent channeling.
  • Fortune's End icon.png
    Max Channel Time: 2.5 ( 3.5)
    Builds up a projectile that disables equal to channel duration but always does the same damage. Fires projectile if cancelled.
  • Phase Shift icon.png
    Max Channel Time: 0.75/1.5/2.25/3.25
    Renders the caster invulnerable and untargetable for the duration.
  • Dismember icon.png
    Max Channel Time (Hero): 3 ( 6)
    Max Channel Time (Non-Hero): 6 ( 9)
    Disables and damages a single target. Heals the caster equal to the amount of damage dealt.
  • Life Drain icon.png
    Max Channel Time: 10
    Drains health from a single target.
  • Tricks of the Trade icon.png
    Max Channel Time: 4/5/6 ( 8/9/10)
    Renders the caster invulnerable and untargetable for the duration and causes it to attack all enemy heroes within range every second.
  • Epicenter icon.png
    Channel Time: 2
    At the end of the duration, slows and deals damage to nearby enemy units for 3 seconds.
  • Sand Storm icon.png
    Max Channel Time: 50
    Turns the caster invisible and deals damage to nearby enemy units.
  • Shackles icon.png
    Max Channel Time: 2.75/3.5/4.25/5 ( 5.75/6.5/7.25/8)
    Disables and deals damage to a single target.
  • Rearm icon.png
    Channel Time: 3/1.5/0.75
    At the end of the duration, refreshes the caster's cooldowns.
  • Upheaval icon.png
    Max Channel Time: 16
    Slows enemy units in an area.
  • Tornado (Wildwing Ripper) icon.png
    Max Channel Time: 40
    Creates a controllable Tornado that slows and deals damage to nearby enemy units.
  • Powershot icon.png
    Max Channel Time: 1
    When the channel ends or is cancelled, deals damage and destroys trees in a line. If it is cancelled early, the damage will be greatly reduced.
  • Death Ward icon.png
    Max Channel Time: 8
    Creates a Death Ward that attacks nearby enemy heroes.

Channeled items[edit]

  • Boots of Travel 1 icon.png
    Channel Time: 3
    Teleports the caster to a friendly non-hero unit (/hero when upgraded) at the end of the duration.
  • Meteor Hammer icon.png
    Channel Time: 2.5
    At the end of the duration, drops a meteor at the target area, damaging and stunning enemy units and buildings.
  • Town Portal Scroll icon.png
    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.

Version history[edit]

  • Added a new option to require stop or hold command to interrupt own channeling abilities.
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