Dota IMBA/Juggernaut

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Blade Fury
Blade Fury icon.png
No Target
Enemies / Self
Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.
  • Windfury: The first ranged attack directed to Juggernaut is deflected towards a random enemy in 800 radius. Further attacks while the attacker is in range of Blade Fury are deflected at 22%/28%/34%/40% chance.
  • Multitasker: Can deal standard attack damage and cast Omnislash while in Blade Fury, but damage is reduced by 55%.
Cast Animation: 0+0
Radius: 250/250/250/250/275/300/325
Damage per Second: 80/105/130/155/160/165/170 (Talent 250/275/300/325/330/335/340)
Duration: 5
Whirlwind evasion: 10/10/10/10/20/30/40% (Talent 50/50/50/50/60/70/80%)
Cooldown: 42/34/26/18/18/18/18 (With talent: 39/31/23/15/15/15/15)
Mana: 120/110/100/90/80/70/60
Buff Blade Fury: Dispellable with death only.
A simple move, the first taught in the Isle of Masks' strict training regimen - but one the Juggernaut refined to incredible heights.


  • Does not interrupt Juggernaut's channeling spells upon cast.
  • During Blade Fury, Juggernaut cannot be affected by Ghost Scepter icon.png Ghost Scepter. The buffs get removed immediately.
  • Blade Fury does not affect buildings and wards. Unaffected enemies take full attack damage from Juggernaut during Blade Fury.
  • Despite not affecting allied or own units, they still take no damage from Juggernaut's attacks when attempting to deny them.

Healing Ward
Healing Ward icon.png
Target Area / Aura
Summons a fast-moving Healing Ward, which heals nearby allies based on their maximum health. Can only be destroyed by regular attacks. Heroes and towers deal 3 damage to the ward. Lasts 25 seconds. The Healing Ward moves at 420 movement speed.
  • Fortify: Upgrades the ward into a Healing Totem. In this form it cannot move but gains bonus health and heals faster over a larger area.
Cast Animation: 0.3+0.47
Cast Range: 350
Radius: 500
Max Health as Heal per Second: 2/3/4/5/5/5/5%
Duration: 25
Ward Health: 3/3/3/3/6/6/9
Fortify Radius: 600/600/600/600/650/700/750
Fortify Max Health as Heal per Second: 4/5/6/7/7/7/7% (Talent 5/6/7/8/8/8/8%)
Fortify Ward Health: 9/9/9/9/12/15/18
Cooldown: 60
Mana: 120/125/130/135/135/135
Buff Healing Ward Heal: Dispellable with death only.
Of the rituals learned at the Isle of Masks, tending wounds with a bit of voodoo magic has proven to be quite useful.


  • After cast, the ward automatically follows Juggernaut, if no other order is given.
  • The heal is provided by an aura. Its healing buff lingers for 2.5 seconds.
  • The healing aura of multiple Healing Wards does not stack.

Blade Dance
Blade Dance icon.png
Grants you a chance to do critical damage on every attack.
  • Wind Dance: Gains bonus agility and movement speed for 2.3 seconds every time you land a critical hit (stackable). Attacking an enemy refreshes the bonus, whether you crit or not.
  • Secret Blade: Allows you to dash towards a target enemy and attack all units on the way. While Secret Blade is in effect Juggernaut can crit normally when attacking enemies, but cannot gain stacks of Wind Dance. Needs at least 3 stacks of Wind Dance to activate. Attacking an enemy costs a stack. Lasts until the target is reached, or until the last stack is consumed.
    • Cooldown: Cooldown symbol.png 3 (Talent 1)
Proc Chance: 20/25/30/35/35/35/35% (Talent 25/30/35/40/40/40/40%)
Critical Damage: 200%
Wind Dance Agility: 0/0/0/0/1/2/3 (Talent 4/4/4/4/5/6/7)
Wind Dance Movement Speed Bonus: 3%
Can be used by illusions. Red critical numbers are before illusion and armor reduction.
Years of training have made the Juggernaut's fighting moves akin to a swift, furious dance.


  • The proc chances of multiple crit sources stack.
    • If two sources of critical strike proc at the same time, the higher multiplier has priority.
  • Blade Dance uses pseudo-random distribution.
  • The sound and particles play upon start of the attack, not when the attack lands.
  • Cannot gain stacks of Wind Dance while Secret blade is active.

Partially blocked by Linken's Sphere. Pierces spell immunity.
Omnislash icon.png
Enemies / Self
Become invulnerable, while slashing enemies 3/6/9/10/11/12 times continuously. Creeps are instantly killed.
  • Chokyubushinhazan: Gain 80 bonus damage while Omnislashing.
  • Eternal Juggernaut: Each bounce reduces the cooldown of Omnislash.
  • Blade of the Wind: Every Omnislash counts as a regular attack, applying all on-hit effects normally.
  • Sword Master: While Omnislashing, Juggernaut can gain Wind Dance stacks and use skills and items normally, including Blade Fury and Blade Dance's active.
Cast Animation: 0.3+0
Cast Range: 350
Slash Radius: 550 (Upgradable by Aghanim's Scepter. 900)
Slash Interval: 0.4
Number of Slashes: 3/6/9/10/11/12 (Upgradable by Aghanim's Scepter. 6/9/12/13/14/15)
Cooldown per slash: 0.25/0.25/0.25/0.5/0.75/1
Cooldown: 130/120/110/100/90/80
Mana: 200/275/350/350/350/350
Aghanim's upgrade: Adds 3 additional bounces and extends the bounce range to 900.
Partially blocked by Linken's Sphere. Only the very first slash of the cast is blocked.
Buff Omnislash: Dispellable with death only.
Buff Omnislash Invulnerability: Dispellable with death only.
The ultimate move of the ultimate swordsman.


  • Turns Juggernaut invulnerable and spell immune for the whole duration.
    • Unlike other sources of spell immunity, Omnislash does not dispel any buffs and debuffs.
  • Can jump on invulnerable units, however, since it deals physical damage, invulnerable (and ethereal) targets take no damage.
  • If no valid targets are in range, Omnislash ends prematurely.
  • On each slash, Juggernaut is positioned at the opposite side of the target from Juggernaut's position.
    • The slash radius is centered around Juggernaut, not around the current target.
  • Juggernaut can perform attacks, cast spells, and use items during Omnislash.
    • During Omnislash, Juggernaut does not need to turn in order to cast targeted spells or items.
  • Juggernaut is issued to attack his current slash target on each jump, causing other orders to get canceled each time.
    • If Juggernaut's attack time is lower than 0.4, he can perform at least one attack between each slash.
  • Any valid target, except Roshan, which is not under control of a player is instantly killed when slashed.
    • Kills such units by dealing pure damage equal to their health, flagged as HP Removal.
  • Provides 200 radius flying vision lasting 1 second on each slash around the current target.
  • Recasting Omnislash while the previous cast is still active has no effect, wasting the mana and cooldown.
  • Centers the player's camera perspective on Juggernaut, following his position during Omnislash.
  • Despite its description, Eternal Juggernaut reduces cooldown on any attack rather than Omnislash's slashes