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Frostivus 2013/Heroes

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Strength Strength attribute symbol.png[edit]

Axe minimap icon.png Axe

Berserker's Call
Berserker's Call icon.png
Ability
No Target
Affects
Enemies / Self
Axe taunts nearby enemy units, forcing them to attack him, while he gains bonus armor during the duration.
Cast Animation: 0.4+0.5
Radius: 275/300/325/350
Armor Bonus: 40
Duration: 2.5/3.25/4/4.75
Cooldown: 10
Mana: 60/70/80/90
Modifiers
Buff Berserkers Call Armor: Undispellable.
Debuff Berserkers Call: Undispellable.
Mogul Khan's warcry taunts opponents into engaging in an unconquerable battle with the Axe.

Notes:

  • Differences to default:
    • Radius: 300 -> 275/300/325/350
    • Duration: 1.5/2/2.5/3 -> 2.5/3.25/4/4.75
    • Mana cost: 80/90/100/110 -> 60/70/80/90
  • Affected units cannot use any spells or items and are forced to attack Axe for its duration.
    • Units attempt to follow and attack Axe regardless of distance, vision, obstacles, or status.
    • Affected units are still subject to disables and do not gain free pathing.
  • The taunt persists through Axe's death.


Battle Rage
Battle Rage (Wraith) icon.png
Affects
Allies
Sends target allied unit into a Battle Rage. When affected by Battle Rage, all damage dealt by that unit steals life.
Cast Animation: 0.3+0.5
Cast Range: 600
Lifesteal: 12.5%/15%/17.5%/20%
Duration: 20
Cooldown: 10
Mana: 75/85/95/105
Modifiers
Buff Battle Rage: Dispellable with any dispel.
Mogul Khan's rage propels him through terrifying acts of brutality and destruction.

Notes:

  • Lifesteal is based on damage before any reductions.
  • Does not lifesteal off of damage flagged as HP Removal.
  • Fully stacks with any other source of lifesteal.
  • Recasting the spell on the same unit does not stack, but refreshes the duration.


A Cut Above
Culling Blade (Wraith) icon.png
Affects
Enemies / Allies
Axe leaps forward into combat. Upon landing, Axe delivers a strike to all enemies in a small area around his position. If an enemy is below the kill threshold, the enemy dies and Axe grants himself and nearby allies a temporary speed bonus.
Cast Animation: 0.3+0
Cast Range: 500/600/700
Cull Radius: 175/225/275
Kill Speed Bonus Radius: 900
Damage: 150/250/350
Kill Health Threshold: 250/350/450 (Upgradable by Aghanim's Scepter. 300/450/625)
Kill Move Speed Bonus: 40%
Kill Attack Speed Bonus: 40
Kill Bonus Duration: 6
Cooldown: 15/12.5/10 (With Aghanim's: 6)
Mana: 100/75/50
Aghanim's upgrade: Decreases cooldown and increases damage.
Modifiers
Buff Culling Blade Leap: Undispellable.
Buff Culling Blade Boost: Dispellable with any dispel.
Mogul Khan is the embodiment of battle and fury, launching into a gruesome fatality against those who dare engage the Axe in combat.

Notes:

  • Axe leaps towards the targeted area at an unknown speed.
  • When an enemies' health is above the threshold, it only applies its regular damage (magical) and plays a different sound.
    • Even when enemies die to the regular damage (possible with damage amplifiers), other effects of Culling Blade are not applied.
  • When the enemies' health is below the threshold, it does the following
    • It deals damage to the enemy equal to the health threshold value, in the form of pure damage (flagged as HP Removal).
    • It applies the speed bonus to Axe and nearby allies.
Sven minimap icon.png Sven

Storm Hammer
Storm Hammer icon.png
Affects
Enemies
Damage
Magical
Sven unleashes his magical gauntlet that deals damage and stuns enemy units.
Cast Animation: 0.3+0
Cast Range: 600
Effect Radius: 255
Damage: 100/175/250/325
Stun Duration: 2/2.5/3/3.5
Cooldown: 13
Mana: 100
Partially pierces spell immunity. Cannot target spell immune units. When the projectile connects with a spell immune unit, it still affects other units within the radius.
Partially blocked by Linken's Sphere. Blocked fully only when primary target. Blocked upon impact.
Modifiers
Debuff Stunned: Dispellable with strong dispels.
The Rogue Knight's iron gauntlet, taken from the school of his father, strikes his foes to their core.

Notes:

  • Differences to default:
    • Stun duration: 2 -> 2/2.5/3/3.5
    • Mana cost: 140 -> 100
  • The targeting reticule must be centered over an enemy unit.
  • Storm Hammer travels at a speed of 1000.
  • Disjointing it completely nullifies the effects, including the area stun and damage.
  • Turning invulnerable or hidden does not prevent it from affecting the area around the target.
  • The projectile has 225 radius flying vision. This vision does not last.
  • Sven's sword emits some particles during the cast time, visible to everyone.


Warcry
Warcry icon.png
Ability
No Target
Affects
Allies
Sven's Warcry heartens his allies for battle, increasing their movement speed and armor. Lasts 10 seconds.
Cast Animation: 0+0
Effect Radius: 900
Move Speed Bonus: 5%/10%/15%/20%
Armor Bonus: 4/8/12/16
Buff Duration: 10
Cooldown: 20
Mana: 25
Modifiers
Buff Warcry: Undispellable.
Calling a few lines from the Vigil Codex fortifies Sven's obedience to his rogue code. So poetic!

Notes:

  • Differences to default:
    • Duration: 7 -> 10
    • Movement speed bonus: 12% -> 5%/10%/15%/20%
    • Cooldown: 36/30/24/18 -> 20


God's Strength
God's Strength (Wraith) icon.png
Ability
No Target
Affects
Self
Sven gains bonus strength and damage. Upon killing an enemy unit while under the effects of God's Strength, all of Sven's ability cooldowns are reduced. This effect can occur an unlimited amount of times.
Cast Animation: 0.3+0
Attack Damage Bonus: 50%/75%/100%
Strength Bonus: 15/30/45
Cooldown Reduction per Kill: 1/1.5/2
Buff Duration: 25
Cooldown: 60
Mana: 125
Modifiers
Buff Gods Strength: Undispellable.
With the strength that shattered the Sacred Helm, the Rogue Knight stands unopposed in melee combat.

Notes:

  • Only increases base damage and that given by the primary attribute of Sven. Raw bonus damage is not increased.
  • Checks Sven's main attack damage periodically and adapts the attack damage bonus instantly.
  • The strength bonus effectively grants Sven 285/570/855 health, 0.45/0.9/1.35 health regeneration and 15/30/45 attack damage.
    • The damage from the strength gets further increased to 22.5/52.5/90 by the God's Strength damage bonus, since it is attributes-based damage.
Sand King minimap icon.png Sand King

Caustic Finale
Caustic Finale icon.png
Ability
Passive
Affects
Enemies
Damage
Magical
Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage.
Damage Radius: 100/200/300/400
Damage: 25/75/125/175
Debuff Duration: 1/2/4/8
Partially pierces spell immunity. Checks for spell immunity upon starting an attack, not upon landing an attack. Applies area effect when turning spell immune after initial debuff was placed. Does not attempt to damage spell immune enemies.
Modifiers
Debuff Caustic Finale Orb: Undispellable.
An injection from Crixalis makes one brittle and as dry as the arid wastes, subject to implosive demise.

Notes:

  • Differences to default:
    • Damage radius: 400 -> 100/200/300/400
    • Damage: 90/130/170/220 -> 25/75/125/175
    • Debuff duration: 8 -> 1/2/4/8
  • Sand King does not have to do the last hit. When a unit dies with the debuff on, it causes the area damage, no matter how it dies.
Omniknight minimap icon.png Omniknight

Purification
Purification icon.png
Affects
Allies / Enemies
Damage
Pure
Instantly heals a friendly unit and damages all nearby enemy units.
Cast Animation: 0.25+1.33
Cast Range: 700
Damage Radius: 225/300/375/450
Damage: 90/180/270/360
Heal: 90/180/270/360
Cooldown: 10
Mana: 90/100/110/120
Priests of the Omniscience are adept at removing impurities from fellow warriors.

Notes:

  • Differences to default:
    • Radius: 225 -> 225/300/375/400
    • Mana cost: 100/120/140/160 -> 90/100/110/120
  • Despite the visual effects, the damage is applied instantly to all enemy units within range of the target.


Degen Aura
Can be used by illusions. Pierces spell immunity.
E
D
Degen Aura icon.png
Ability
Aura
Affects
Enemies
Greatly degenerates the movement and attack capabilities of enemy units that stray too near.
Radius: 315/415/515/615
Move Speed Slow: 7%/14%/21%/28%
Attack Speed Slow: 7/14/21/28
Modifiers
Debuff Degen Aura Effect: Undispellable.
The holy embodiment of Purist Thunderwrath is enough to weaken those of lesser faith.

Notes:

  • Differences to default:
    • Radius: 350 -> 315/415/515/615
  • The aura's debuff lingers for 1 second.


Wings of Omniscience
Wings of Omniscience (Wraith) icon.png
Ability
No Target
Affects
Allies / Enemies
Damage
Physical
Omniknight summons Guardian Angels that grants immunity from physical damage and greatly increases hit point regeneration of nearby allies. The Guardian Angels will fight enemy units nearby, but cannot be controlled by any player.
Cast Animation: 0.5+1.07
Radius: 10000 (Upgradable by Aghanim's Scepter. Global)
Health Regeneration Bonus: 25
Angel Attack Damage: 150/250/350
Duration: 10/11/12
Cooldown: 120
Mana: 250/350/450
Aghanim's upgrade: Affects buildings and gives global effect.
Modifiers
Buff Guardian Angel: Dispellable with any dispel.
The All Seeing One casts down his protection over those that Purist calls friend.

Notes:

  • The angels cannot be controlled and attack enemies on their own.
Magnus minimap icon.png Magnus

Shockwave
Shockwave icon.png
Affects
Enemies
Damage
Magical
Magnus sends out a wave of force, damaging enemy units in a line.
Cast Animation: 0.3+1.2
Cast Range: 1150
Wave Distance: 1150
Damage Radius: 150
Damage: 90/180/270/360
Cooldown: 10/9/8/7
Mana: 90
Mt. Joerlak was a somewhat unstable mass, and Magnus has learned to channel its reverberations.

Notes:

  • Differences to default:
    • Damage: 75/150/225/300 -> 90/180/270/360
  • The Shockwave travels at a speed of 1050.
  • Can hit units up to 1300 range away (1150 travel distance + 150 radius).
  • Plays an initial sound and particles upon start casting.


Skewer
Skewer icon.png
Affects
Enemies / Self
Damage
Magical
Magnus rushes forward up to 1200 distance, goring enemy units on his massive tusk. Units hit on the way will be dragged to the destination, then damaged and slowed.
Cast Animation: 0.3+0.33
Cast Range: Global
Max Skewer Distance: 600/800/1000/1200
Skewer Radius: 125
Maximum number of targets: 5/10/15/20
Damage: 70/140/210/280
Move Speed Slow: 40%
Attack Speed Slow: 40
Slow Duration: 2.5
Cooldown: 30/25/20/15
Mana: 80
Partially pierces spell immunity. Cannot hit spell immune enemies. Slows and attempts to damage enemies when they turn spell immune while already hit.
Modifiers
Buff Skewer Movement: Undispellable.
Debuff Skewer Impact: Undispellable.
Debuff Skewer Slow: Dispellable with any dispel.
Magnoceros horns are valuable in direct proportion to their danger to prospective merchants.

Notes:

  • Differences to default:
    • Maximum number of targets: 1/2/3/4 -> 5/10/15/20
    • Cooldown: 30 -> 30/25/20/15
    • Affects enemy heroes -> Affects enemy units
  • Magnus charges at a speed of 950.
  • During the Skewer, Magnus is fully disabled.
  • Enemy units within 125 radius around Magnus get moved in front of him and dragged along.
  • Dragged units are fully disabled during the drag.
  • Dragged units land 200 range away in front of Magnus at the end of the charge.
  • Can charge through and drag enemies over impassable terrain.
  • Destroys trees within 200 radius during the charge, and 400 radius at the destination point.


Skewer (Friendly)
Friendly Skewer (Wraith) icon.png
Affects
Allied Heroes / Self
Magnus rushes forward, picking up friendly Heroes on his massive tusk, carrying them with him to the target destination.
Cast Animation: 0.3+0.33
Cast Range: Global
Max Skewer Distance: 600/800/1000/1200
Skewer Radius: 125
Maximum number of targets: 5/10/15/20
Cooldown: 15
Mana: 20
Modifiers
Buff Skewer Movement: Undispellable.
Buff Skewer Impact: Undispellable.

Notes:

  • Levels up together with Skewer, using a 5th ability slot.
  • Fully functions in the same way as the regular Skewer, except that this one drags allies, instead of enemies.
  • Does not damage or slow allies.


Reverse Polarity
Reverse Polarity icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Magnus changes properties of matter, sucking all nearby enemies in front of him and stunning them with a powerful slam and dealing damage.
Cast Animation: 0.3+1.3
Radius: 410
Damage: 150/225/300
Hero Stun Duration: 2.25/3/3.75
Creep Stun Duration: 5/6/7
Cooldown: 120/110/100
Mana: 200/250/300
Modifiers
Debuff Stunned: Dispellable with strong dispels.
Magnus fights with the fury of the erupting Mt. Joerlak.

Notes:

  • Differences to default:
    • Creep stun duration: 3/4/5 -> 5/6/7
    • Damage: 50/125/200 -> 150/225/300
  • There is no limit of how many units can be affected.
  • Stuns Roshan icon.png Roshan but does not pull him.
  • The particle effects and a sound effect start playing at the beginning of the cast.
Legion Commander minimap icon.png Legion Commander

Gladiators, Unite!
Duel icon.png
Ability
No Target
Affects
Allies
Legion Commander calls her allied heroes together to fight in an arena. Each additional friendly hero that joins the fight in the arena grants additional bonus damage, armor, and lifesteal to each arena combatant.
Cast Animation: 0.3+?
Radius: 625
Lifesteal per Hero: 10%/12%/14%
Attack Damage Bonus per Hero: 10/15/20
Armor Bonus per Hero: 5/7/9
Duel Duration: 15
Cooldown: 60
Mana: 150/200/250
Modifiers
Buff Duel: Undispellable.
To face a soldier of Stonehall in single combat is a challenge few can resist.

Notes:

  • The lifesteal fully stacks with any other source of lifesteal.
Elder Titan minimap icon.png Elder Titan

Echo Stomp
Echo Stomp icon.png
Affects
Enemies
Elder Titan and his Astral Spirit both stomp the ground, damaging and knocking nearby enemy units unconscious around their locations. The Elder Titan stomp deals physical damage, while the Spirit stomp deals magical damage. Unconscious enemies will wake if they take player based damage.
Cast Animation: 0.4+0
Channel Time: 1.4
Radius: 475
Physical Damage: 40/80/120/160
Magical Damage: 40/80/120/160
Sleep Duration: 2/3/4/5
Cooldown: 15
Mana: 100/115/130/145
Partially pierces spell immunity. Physical damage pierces spell immunity. Magical damage and sleep do not pierce spell immunity.
Modifiers
Debuff Echo Stomp: Dispellable with strong dispels.
The force of creation still echoes in the stomp of the Titan.

Notes:

  • Differences to default:
    • Damage: 80 -> 40/80/120/160
  • Applies a sleep on affected units, preventing them from acting, until woken up.
  • When the Astral Spirit is summoned, it performs the stomp perfectly synchronized with Elder Titan.
    • The physical damage is dealt around Elder Titan, while the magical damage around the spirit.
    • The sleep is applied in the radius around Elder Titan and the spirit. If the radii overlap, the duration does not stack up.
    • If the spirit is not summoned or Astral Spirit is not learned, both magical and physical damage are centered around Elder Titan.
  • The Astral Spirit has this ability as well (with a different Echo Stomp (Astral Spirit) icon.png icon). Ordering the spirit to cast it forces Elder Titan to cast his part.
    • When being cast on the spirit while Elder Titan is disabled, it goes on cooldown for the spirit and does nothing.
    • However, Elder Titan can still use it afterwards and the spirit still mimics, despite its own being on cooldown.
    • When Elder Titan casts Echo Stomp while the Astral Spirit is disabled (e.g. inside Chronosphere), it still casts its part.
    • Echo Stomp cannot be cancelled by ordering the spirit to stop. During the Echo Stomp animation, the spirit cannot act.
  • Affected units cannot be woken up for the initial 0.8 seconds of the sleep.
  • Only player-based damage can wake up affected units, the only exception being Elder Titan's own Astral Spirit.


Natural Order
Can be used by illusions. Pierces spell immunity.
E
N
Natural Order icon.png
Ability
Aura
Affects
Enemies
Reduces all elements to their basic levels, removing base armor and magic resistance from nearby enemy units.
Radius: 275
Armor Reduction: 3%/6%/9%/12%
Magic Resistance Reduction: 8%/16%/25%/33%
Modifiers
Debuff Natural Order: Undispellable.
As it was at the beginning, Elder Titan makes it so again.

Notes:

  • Differences to default:
    • Armor reduction: 25%/50%/75%/100% -> 3%/6%/9%/12%
  • Armor reduction is based on the affected units' base armor.
  • The Astral Spirit possesses this aura. However, the aura's effects do not stack.
  • The aura's debuff lingers for 0.5 seconds.

Agility Agility attribute symbol.png[edit]

Drow Ranger minimap icon.png Drow Ranger

Frost Arrows
Frost Arrows icon.png
Affects
Enemies
Adds a freezing effect to Drow's attacks, slowing enemy movement. Units are knocked back by the initial strike.
Cast Range: 625
Move Speed Slow: 11%/15%/18%/20%
Knockback Distance: 10/15/20/25
Slow Duration: 1/1.5/2/2.5
Knockback Duration: 0.1
Cooldown: 0
Mana: 6
Does not pierce spell immunity. Slow persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Frost Arrows Slow: Dispellable with any dispel.
Debuff Frost Arrows Knockback: Unknown dispel interaction.
Ice-encased arrows pierce the silence, chilling their victims to the core.

Notes:

  • Differences to default:
    • Movement speed slow: 11%/24%/37%/60% -> 11%/15%/18%/20%
    • Non-hero slow duration: 7 -> 1/1.5/2/2.5
    • Mana cost: 12 -> 6
    • Minor knockback added
  • Knocks units back at a speed of 100/150/200/250. The target is disabled during the knockback.
  • Successive casts on the same target do not stack, but refresh the duration.


Quelling Shot (Wraith) icon.png
Affects
Enemies
Drow's arrow splits in front of her in a cone shape, dealing less damage but cleaving multiple targets. Each arrow can only hit a target once. If Frost Arrows is activated, Quelling Shot's arrows will be converted to Frost Arrows, increasing the mana cost per arrow.
Cast Range: 700/750/800/850
Arrow Travel Distance: 700/750/800/850
Arrow Hit Radius: 35
Arrow Spread End Radius: 200/240/240/280
Number of Arrows: 5/6/6/7
Damage per Arrow: 66%/67%/68%/70%
Cooldown: 0.25
Mana: 12/15/18/22

Notes:

  • Quelling Shot is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
    • Only works together with Frost Arrows, which causes all arrows to be frost arrows, but each arrow drains mana, costing 42/51/54/64 mana per cast.
  • The arrows travel at a speed of 1250, the same speed as the default attack projectiles.
  • Launches 5/6/6/7 arrows with an a distance of 40 between each other, so that the total area is shaped like a cone with an end width of 200/240/240/280.
  • Due to the small arrow radius, there are small gaps between the arrows towards the end of the cone where enemies are not hit.
  • When an arrow hits an enemy, the arrow disappears.
  • An enemy can be hit by multiple arrows.
  • When using autocast, right-clicking an enemy casts this spell. None of the projectiles launched home an enemy.


Marksmanship
Pierces spell immunity.
R
P
Marksmanship icon.png
Ability
Passive
Affects
Self
Drow's experiences in battle improve her accuracy and effectiveness in combat, providing a passive bonus to Agility. Grants no bonus if there are enemy creatures within an area of effect.
Enemy Search Radius: 150
Agility Bonus: 40/60/80
Modifiers
Buff Marksmanship: Undispellable.
The Drow Ranger is the epitome of archery prowess.

Notes:

  • Differences to default:
    • Enemy search radius: 400 -> 150
    • Reacts on enemy heroes -> Reacts on any enemy
  • An icy particle effect is visible on Drow Ranger while Marksmanship is active.
  • Checks for nearby enemies (including invulnerable or hidden ones) in 0.1 second intervals and adapts the bonus accordingly.
  • This is how much extra damage Precision Aura grants in conjunction with Marksmanship's agility bonus:
    • Marksmanship Level 1: 7.2/9.6/12/14.4
    • Marksmanship Level 2: 10.8/14.4/18/21.6
    • Marksmanship Level 3: 14.4/19.2/24/28.8
Shadow Fiend minimap icon.png Shadow Fiend

Shadowraze (Near)
Shadowraze (Near) icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Animation: 0.67+0
Distance: 200
Radius: 250
Damage: 75/150/225/300
Cooldown: 10/9/8/7
Mana: 75/65/55/45
Nevermore's trademark for harvesting souls.

Notes:

  • Differences to default:
    • Mana cost: 75 -> 75/65/55/45
    • Cooldown: 10 -> 10/9/8/7
  • All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others as well.
  • Shadowraze (Near) blasts a 250 radius area 200 range in front of Nevermore upon cast.
  • This means that it can hit units up to 50 range behind Shadow Fiend, and up to 450 range in front of him.
  • All three razes together can deal up to 300/525/750/975 damage to a single unit (before reductions), if all of them hit.


Shadowraze (Medium)
Shadowraze (Medium) icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Animation: 0.67+0
Distance: 450
Radius: 250
Damage: 75/150/225/300
Cooldown: 10/9/8/7
Mana: 75/65/55/45
Nevermore's trademark for harvesting souls.

Notes:

  • Differences to default:
    • Mana cost: 75 -> 75/65/55/45
    • Cooldown: 10 -> 10/9/8/7
  • All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others as well.
  • Shadowraze (Medium) blasts a 250 radius area 450 range in front of Nevermore upon cast.
  • This means that it can hit units from 200 to 700 range in front of Shadow Fiend.
  • All three razes together can deal up to 300/525/750/975 damage to a single unit (before reductions), if all of them hit.


Shadowraze (Far)
Shadowraze (Far) icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Animation: 0.67+0
Distance: 700
Radius: 250
Damage: 75/150/225/300
Cooldown: 10/9/8/7
Mana: 75/65/55/45
Nevermore's trademark for harvesting souls.

Notes:

  • Differences to default:
    • Mana cost: 75 -> 75/65/55/45
    • Cooldown: 10 -> 10/9/8/7
  • All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others as well.
  • Shadowraze (Far) blasts a 250 radius area 700 range in front of Nevermore upon cast.
  • This means that it can hit units from 450 to 950 range in front of Shadow Fiend.
  • All three razes together can deal up to 300/525/750/975 damage to a single unit (before reductions), if all of them hit.
Juggernaut minimap icon.png Juggernaut

Blade Fury
Blade Fury (Wraith) icon.png
Ability
No Target
Affects
Enemies / Self
Damage
Magical
Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. When Blade Fury deals damage, it has a chance to trigger Blade Dance. During Blade Fury, Juggernaut has a chance to dodge incoming physical attacks.
Cast Animation: 0+0
Radius: 250
Damage per Second: 25/75/120/175
Evasion: 20%/40%/60%/80%
Duration: 5
Cooldown: 30/28/26/24
Mana: 110
Modifiers
Buff Blade Fury: Undispellable.
Yurnero's renowned katana techniques are feared by warriors and sorcerors alike.

Notes:

  • Differences to deafault:
    • Damage per second: 80/100/120/140 -> 25/75/120/175
    • Crit chance added for damage, based on Blade Dance
    • Evasion added
  • Does not interrupt Juggernaut's channeling spells upon cast.
  • Juggernaut is silenced for the duration. Besides this, he can act freely while spinning.
  • Regular attacks can be performed during Blade Fury, but they deal no damage to enemies being affected by Blade Fury.
  • Deals 5/15/24/35 damage in 0.2 second intervals, starting 0.2 seconds after cast, resulting in 25 damage instances.
  • Each damage instances has a 15%/20%/25%/35% to deal double damage (10/30/48/70), based on the level of Blade Dance.
  • This is how much damage Blade Fury deals per instance, per second and in total, when combined with Blade Dance (before reductions):
    • Level 1: 5/5.75/6.00/6.25/6.75 per instance, 25/28.75/30.00/31.25/33.75 per second, 125/143.75/150.00/156.25/168.75 total
    • Level 2: 15/17.25/18.00/18.75/20.25 per instance, 75/86.25/90.00/93.75/101.25 per second, 375/431.25/450.00/468.75/506.25 total
    • Level 3: 24/27.60/28.80/30.00/32.40 per instance, 120/138.00/144.00/150.00/162.00 per second, 600/690.00/720.00/750.00/810.00 total
    • Level 4: 35/40.25/42.00/43.75/47.25 per instance, 175/201.25/210.00/218.75/236.25 per second, 875/1006.25/1050.00/1093.75/1181.25 total


Secret Blade
Secret Blade (Wraith) icon.png
Affects
Enemies / Self
Damage
Physical
Juggernaut sends forth an image of himself, collecting targets it impacts with. Upon reaching its destination, Juggernaut dashes forward to the image, attacking all units the image connected with with bonus damage.
Cast Animation: 0.3+0
Cast Range: 3000
Dash Distance: 1200/1300/1400
Radius: 250/300/350
Attack Damage Bonus: 50/85/120
Cooldown: 40/30/20
Mana: 100
Modifiers
Buff Omnislash: Undispellable.
Buff Omnislash Invulnerability: Undispellable.

Notes:

  • Upon cast, an image of Juggernaut is send forth towards the direction. Every enemy within the radius around it gets marked.
  • Once it reaches the targeted point, or the max distance, Juggernaut quickly dashes forward, hitting all marked enemies.
  • Juggernaut performs an instant attack on all marked enemies. This means any attack modifier can proc normally.
  • He is also disabled while the image travels.
  • The image travels at an unknown speed.
Venomancer minimap icon.png Venomancer

Scourge Ward
Scourge Ward (Wraith) icon.png
Damage
Physical
Summons a scourge ward to attack enemy units and structures. The ward is immune to magic. Scourge Wards can use a less powerful version of Venomous Gale, and the level is equivalent to the level of Venomancer's Venomous Gale.
Cast Animation: 0+0.63
Cast Range: 850
Ward Duration: 40
Cooldown: 15
Mana: 20
A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague.

Notes:

  • Levels up together with Plague Ward, using a 5th ability slot.
  • A Scourge Ward automatically attacks the closest enemy unit within its attack range.
  • It is possible to manually select an attack target for a Plague Ward.
  • It is also possible to stop them from attacking by ordering them to stop, however this only works when the auto-attack option is turned off.
  • Plague Wards have a lower target priority than units and heroes, so they are attacked by towers and lane creeps last.


Poison Nova
Poison Nova icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
A spreading ring of poison that does damage over time to enemy units around Venomancer. Poison Nova's effect cannot bring units below 1 HP.
Cast Animation: 0+0.87
Radius: 575
Nova Width: 255
Damage per Second: 18/36/58 (Upgradable by Aghanim's Scepter. 36/58/81)
Duration: 12/14/15 (Upgradable by Aghanim's Scepter. 14/15/16)
Cooldown: 70/60/50 (With Aghanim's: 60/50/40)
Mana: 100/150/200
Aghanim's upgrade: Increases damage and duration, and decreases cooldown.
Pierces spell immunity. Does not attempt to damage spell immune enemies.
Modifiers
Debuff Poison Nova: Undispellable.
In the Acid Jungles, creatures releasing noxious poison to their attackers is common; Venomancer spreads this plague beyond the Jidi Isle.

Notes:

  • Differences to default:
    • Damage per second: 36/58/81 (Upgradable by Aghanim's Scepter. 58/81/108) -> 18/36/58 (Upgradable by Aghanim's Scepter. 36/58/81)
    • Cooldown: 140/120/100 (Upgradable by Aghanim's Scepter. 60) -> 70/60/50 (Upgradable by Aghanim's Scepter. 60/50/40)
    • Mana cost: 200/300/400 -> 100/150/200
  • Interrupts Venomancer's channeling spells upon cast.
  • The ring expands with a speed of 500, reaching max radius in 1.15 seconds.
  • Poison Nova can hit units up to 830 range away (575 travel distance + 255 width).
  • Despite the nova having a width, units between the ring and Venomancer still get hit, even when not within 255 width of the nova ring (such as blinking into the area some time after the spell is cast).
  • Deals damage in 1 second intervals, starting immediately as the debuff is placed, resulting in 12/14/15 (Upgradable by Aghanim's Scepter. 14/15/16) instances.
  • Does not tick when affected units turn spell immune, so that Blink Dagger icon.png Blink Dagger is not disabled.
  • Poison Nova can never kill a unit. It does not drop affected units below 1 health from its damage ticks.
  • Can deal up to 216/504/870 (Upgradable by Aghanim's Scepter. 504/870/1296) damage to a single unit (before reductions).
  • The debuff from successive casts does not stack, only the duration gets refreshed.


Scourge Ward
Venomancer Plague Ward model.png
Ward
Duration 40
Health 150/300/450/600
Health regeneration 0
Armor 0
Magic resistance 0%
Attack damage 19/27/36/44‒21/31/42/52
Acquisition range 600
Attack range 600
Base attack time 1.5
Attack animation 0.3+0.7
Projectile speed 1900
Vision range 1200800
Vision type Ground
Bounty 14‒17
Experience 20/25/30/35
Model scale 0
Notes Abilities:

Scourge Gale
Venomous Gale icon.png
Affects
Enemies
Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration.
Cast Animation: 0+0.57
Cast Range: 700
Max Travel Distance: 700
Gale Radius: 125
Initial Damage: 25
Damage over Time: 0/15/30/45
Move Speed Slow: 10%
Duration: 9
Cooldown: 22
Mana: 0
Does not pierce spell immunity. Slow persists and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Scourge Gale: Dispellable with strong dispels.
A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.

Notes:

  • The gale travels at a speed of 1200.
  • Can hit units up to 825 range away (700 travel distance + 125 radius).
  • The projectile has 280 radius flying vision. This vision does not last.
  • The slow decreases over time. Hit units regain 1% of their movement speed in 0.3 second intervals.
  • A unit with less that 25% of its maximum health can be denied when it has the Venomous Gale debuff on.
  • After the initial damage, it deals damage over time in 3 second intervals, resulting in overall 4 damage instances.
  • The debuff from successive casts does not stack, only the duration gets refreshed.
  • Fully stacks with Venomous Gale.
Templar Assassin minimap icon.png Templar Assassin

Deflection
Refraction damage icon.png
Ability
No Target
Affects
Self
Templar Assassin creates a defensive shield around herself that absorbs damage and provides a bonus to her damage.
Cast Animation: 0+0
Max Damage Absorbed: 200/300/400/500
Attack Damage Bonus: 20/40/60/80
Duration: 17
Cooldown: 17
Mana: 100
Modifiers
Buff Deflection: Undispellable.
Manipulating her psionic veil, Lanaya bends nature's law to her will.

Notes:

  • Deflection interrupts Templar Assassin's channeling spells upon cast.
  • Places a buff on Templar Assassin, that grants her both, the attack damage and the damage absorbing shield.
  • When the damage block capacity is reached, the buff disappears, along with the attack damage bonus.


Psionic Trap
Psionic Trap icon.png
Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they exert a slowing influence of 30% in the area. Traps charge up to slow an additional 5% every second, up to 50%.
Cast Animation: 0.3+0
Cast Range: 2000
Maximum Traps: 5/8/11
Min Move Speed Slow: 50%
Max Move Speed Slow: 74%
Slow Duration: 5
Trap Duration: Permanent
Cooldown: 11/8/5
Mana: 15
Does not pierce spell immunity. Slow persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Trap Slow: Dispellable with any dispel.
Calling upon the reach of the Hidden Temple, none escape the eye of the Templar.

Notes:

  • Differences to default:
    • Min movement speed slow: 30% -> 50%
    • Slow increase per second: 5% -> 6%
    • Max movement speed slow: 50% -> 74%
  • The slow starts at 50% and increases by 0.6% in 0.1 second intervals, reaching the maximum 74% slow 4 seconds after placing the trap.
  • Psionic Traps do not slow upon getting destroyed.

Intelligence Intelligence attribute symbol.png[edit]

Crystal Maiden minimap icon.png Crystal Maiden

Arcane Aura
Can be used by illusions. Pierces spell immunity.
E
R
Arcane Aura icon.png
Ability
Target Unit / Aura
Affects
Allies
Grants the target unit bonus mana regen. Passively gives additional mana regeneration to all friendly units on the map. This bonus is doubled on Crystal Maiden.
Cast Range: Global
Aura Radius: Global
Aura Mana Regen Bonus (Allies): 1/1.5/2/2.5
Aura Mana Regen Bonus (Self): 2/3/4/5
Active Mana Regen Bonus: 200%/250%/300%/350%
Active Duration: 25
Cooldown: 10
Mana: 40/45/50/55
Modifiers
Buff Brilliance Aura Effect: Undispellable.
Buff Arcane Aura Active: Undispellable.
Cold temperatures promote the essence of magic, causing Rylai's presence to allow spell usage in abundance.

Notes:

  • Differences to default: Active component added.
  • The aura's buff lingers for 0.5 seconds.
  • Restores in the form of regeneration, so it regenerates 0.1/0.15/0.2/0.25 mana in 0.1 second intervals.
    • Regenerates 0.2/0.3/0.4/0.5 mana in 0.1 second intervals for Crystal Maiden, which is 2/3/4/5 mana per second.
  • Stacks with all other sources of flat mana regeneration.
  • The flat mana regen bonus is not considered by percentage mana regeneration increases.
  • Regenerates up to 60/90/120/180 (120/180/240/480 on self) mana in one minute.
  • The active component grants a percentage bonus, instead of a flat bonus like the passive.
Windranger minimap icon.png Windranger

Shackleshot
Shackleshot icon.png
Affects
Enemies
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.75. If a shackle is made to a second unit, the shackle will bounce and continue behind that unit, until the max count is reached or no unit or tree is found.
Cast Animation: 0.3+0.25
Cast Range: 800
Shackle Search Range: 500
Shackle Count: 3/5/7/9
Success Stun Duration: 3.5/4.75/6.25/8.5
Fail Stun Duration: 0.75
Cooldown: 12
Mana: 75/85/95/105
Partially blocked by Linken's Sphere. Blocked fully only when primary target. Blocked upon impact.
Modifiers
Debuff Shackle Shot: Dispellable with strong dispels.
Debuff Stunned: Dispellable with strong dispels.
Windranger's variety of bow skills includes an arrow with thick ropes attached to encumber any escaping target.

Notes:

  • Differences to default:
    • Success stun duration: 1.5/2.25/3/3.75 -> 3.5/4.75/6.25/8.5
    • Mana cost: 90/100/110/120 -> 75/85/95/105
    • Bouncing Shackle added
  • Shackleshot travels at a speed of 1650.
  • The projectile searches for enemies or trees within 23° at the opposite side of the target from where Shackleshot was cast.
    • This means when Windranger blinks away after cast, it latches on targets based on the cast location, not her new location.
  • Shackleshot always prioritizes units over trees as a secondary target.
  • If the target gets shackled to a unit, both of them are stunned for the full duration.
  • The stun persists, even when the primary or the secondary unit dies, or the tree is destroyed earlier.
  • The stun also persists, when one of the targets gets freed from the stun earlier.
  • When the primary target dies before the shackle reaches it, it still can latch to a secondary unit and stun it.
  • After reaching the primary target, the projectile jumps to the secondary target and shackles again, up to 3/5/7/9 times.


Windrun
Windrun icon.png
Ability
No Target
Affects
Self / Enemies
Increases movement speed and adds evasion from all physical attacks, while slowing movement of nearby enemies.
Cast Animation: 0+0
Slow Radius: 400/600/700/800
Move Speed Bonus: 50%
Evasion: 100%
Move Speed Slow: 10%/20%/30%/40%
Duration: 4/6.5/9.5/11
Cooldown: 15
Mana: 50/60/70/80
Modifiers
Buff Windrun: Undispellable.
Debuff Windrun Slow: Undispellable.
True to her namesake, Lyralei enchants gusts of winds to flight incoming attacks.

Notes:

  • Differences to default:
    • Slow radius: 300 -> 400/600/700/800
    • Movement speed slow: 8%/16%/24%/30% -> 10%/20%/30%/40%
    • Duration: 2.75/3.5/4.25/5 -> 4/6.5/9.5/11
    • Mana cost: 100 -> 50/60/70/80
  • Windrun interrupts Windranger's channeling spells upon cast.
  • Grants Windranger 100% Evasion for its duration. This means attacks with True Strike are not avoided.
  • Attacks projectiles launched before activation are not evaded.
  • The slow is provided by an aura on Windranger. Its debuff lingers for 2 seconds.


Zephyr
Zephyr (Wraith) icon.png
Affects
Self / Enemies
Windranger channels the wind, gaining maximum attack speed on the enemy unit or structure, although with reduced damage, including damage from unique attack modifiers and item effects. With each attack, Windranger has a chance to fire an additional arrow at a target within a radius of the attacked unit. Lasts 20 seconds.
Cast Animation: 0.3+0
Cast Range: 600
Attack Damage Reduction: 50%/40%/30%
Attack Speed Bonus: 400
Bonus Arrow Chance: 50%/60%/70%
Bonus Arrow Radius: 200/250/300
Bonus Arrows: 1/1/2
Duration: 20
Cooldown: 60
Mana: 100/125/150
Modifiers
Buff Focusfire: Undispellable.
Lyralei's ability to bombard opponents with a flurry of arrows is unparalleled - even at the expense of accuracy.

Notes:

  • Focus Fire orders Windranger to attack the target upon cast.
  • Only reduces Windranger's main and bonus damage when attacking the target. Damage from item effects (e.g. Monkey King Bar icon.png Monkey King Bar, Diffusal Blade 1 icon.png Diffusal Blade) is unaffected.
  • Focus Fire does not guarantee full attack speed. The provided attack speed can be negated by strong attack speed slows.
  • Windranger can switch attack targets without losing the buff against the Focus Fire target.
  • Casting Focus Fire on multiple targets only grants the attack speed and damage reduction against the target of the most recent cast.
  • Focus Fire ends prematurely when Windranger dies, but persists through the target's death.
  • The extra arrow targets are selected randomly (true random distribution). The radius is centered around the Focus Fire target.
  • The extra attacks are instant attacks and can proc any attack modifier normally. They are also affected by the damage penalty.
Lina minimap icon.png Lina

Dragon Slave
Dragon Slave icon.png
Affects
Enemies
Damage
Magical
Lina channels the breath of a dragon, sending out a wave of fire that scorches every enemy in its path.
Cast Animation: 0.45+0.53
Cast Range: 800
Starting Radius: 275
Travel Distance: 1075
End Radius: 150
Damage: 90/150/210/280
Cooldown: 8.5/7.5/6.5/6.5
Mana: 90/105/125/140
In the scorched barren of Misrule, Lina learned to manipulate the fiery breath of the Desert Wyrm as a form of entertainment.

Notes:

  • Differences to default:
    • Damage: 100/170/230/280 -> 90/150/210/280
    • Cooldown: 8.5 -> 8.5/7.5/6.5/6.5
  • Dragon Slave travels at a speed of 1200.
  • Can hit units up to 1225 range away (1075 travel distance + 200 end radius).
  • The complete area is shaped like a cone.


Light Strike Array
Light Strike Array icon.png
Affects
Enemies
Damage
Magical
Summons a column of flames that damages and stuns enemies.
Cast Animation: 0.45+0.67/0.43
Cast Range: 600
Effect Radius: 225
Effect Delay: 0.5
Damage: 90/150/210/280
Stun Duration: 1.6
Cooldown: 7/6.5/6/5.5
Mana: 90/105/125/140
Modifiers
Debuff Stunned: Dispellable with strong dispels.
Lina's essence allows her to focus the sun's energies, causing air to combust at will.

Notes:

  • Differences to default:
    • Mana cost: 90/100/110/125 -> 90/105/125/140
    • Cooldown: 7 -> 7/6.5/6/5.5
  • Light Strike Array destroys trees within the affected radius.
  • The visual effects and the sound during the 0.5 second effect delay are only visible and audible to allies.
  • Lina has two different animations for this spell, leading to two possible cast backswing durations.


Blazing Soul
Pierces spell immunity.
E
F
Blazing Soul (Wraith) icon.png
Ability
Passive
Affects
Self
Grants bonus attack,movement speed, and decreased cast time each time Lina casts a spell. Stacks with itself.
Max Stacks: 3/4/4/5
Move Speed Bonus: 4%/5%/6%/7%
Attack Speed Bonus: 40/45/50/55
Cast Point Reduction: 0.04/0.05/0.06/0.07
Stack Duration: 7/7.5/8/8.5
Modifiers
Buff Blazing Soul: Undispellable.
Dancing flames embody Lina's playful nature, bringing out her true blazing self.

Notes:

  • Using items does not trigger Blazing Soul.
  • Each spell cast refreshes the duration of the whole stack, making it theoretically possible to permanently have all stacks on.
  • Bonuses with each amount of stacks on each level:
    • Level 1: 4%/8%/12% movement speed, 40/80/120 attack speed and 0.04/0.08/0.12 cast point reduction
    • Level 2: 5%/10%/15%/20% movement speed, 45/90/135/180 attack speed and 0.05/0.1/0.15/0.2 cast point reduction
    • Level 3: 6%/12%/18%/24% movement speed, 50/100/150/200 attack speed and 0.6/0.12/0.18/0.24 cast point reduction
    • Level 4: 7%/14%/21%/28%/30% movement speed, 55/110/165/220/275 attack speed and 0.07/0.14/0.21/0.28/0.35 cast point reduction
  • Cast points of all of Lina's spells with each amount of staccks on each level:
    • Level 1: 0.45/0.41/0.37/0.33
    • Level 2: 0.45/0.40/0.35/0.30/0.25
    • Level 3: 0.45/0.39/0.33/0.27/0.21
    • Level 4: 0.45/0.38/0.31/0.24/0.17/0.10
  • Due to the dynamic relation between cast point and backsing, the cast backswing increases by the same amount cast he cast point decreases.
Shadow Shaman minimap icon.png Shadow Shaman

Ether Shock
Ether Shock icon.png
Affects
Enemies
Damage
Magical
Creates a cone of ethereal energy that strikes multiple enemy units.
Cast Animation: 0.3+1.23
Cast Range: 600
Starting Radius: 200
Max Distance: 500
End Radius: 300
Number of Targets: 2/4/6/8
Damage: 140/250/360/470
Cooldown: 8
Mana: 95/105/135/160
Partially blocked by Linken's Sphere. Blocked fully only when primary target.
Originally used to open shows with the travelling con-man, Rhasta's lightning display shocks adversaries in more ways than one.

Notes:

  • Differences to default:
    • Number of targets: 1/3/5/7 -> 2/4/6/8
    • Damage: 140/200/260/320 -> 140/250/360/470
  • Can hit units up to 1000 range away (200 starting radius + 500 distance + 300 end radius).
  • The complete area is shaped like a cone in front of Shadow Shaman.
  • Unlike other cone-shaped spells, this one starts traveling at the edge of the starting radius instead from center.


Voodoo
Voodoo (Wraith) icon.png
Affects
Enemies
Transforms any enemy units in the target area into a harmless creature, disabling their attacks and abilities.
Cast Animation: 0+1.13
Cast Range: 500
Radius: 200/250/300/350
Duration: 2/2.5/3/3.5
Cooldown: 13
Mana: 80/90/100/110
Does not pierce spell immunity. Effects persist if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Voodoo: Dispellable with any dispel.
Rhasta often ended performances by turning himself into a chicken - now, the humiliation is shared.

Notes:

  • Differences to default:
    • Duration: 1.25/2/2.75/3.5 -> 2/2.5/3/3.5
    • Mana cost: 110/140/170/200 -> 80/90/100/110
    • Area of effect added
  • Because hex changes base move speed and does not actually apply a slow, all speed effects are calculated using the 100 base speed.
  • Hex instantly destroys illusions, but not summoned units.
  • Shadow Shaman's hex transforms the target into a chicken.


Shackles
Shackles icon.png
Affects
Enemies
Damage
Magical
Magically binds an enemy unit so that it cannot move or attack, while dealing damage over time.
Cast Animation: 0.3+0
Cast Range: 400
Max Channel Time: 5/6/7/8
Damage per Second: 40/50/60/70
Cooldown: 16
Mana: 110/130/155/185
Does not pierce spell immunity. Effect does not persist and immediately ends if debuff was placed before spell immunity.
Modifiers
Debuff Shackles: Dispellable with strong dispels.
A self-defense incantation, Rhasta developed shackles after his master was slain in the Bleeding Hills.

Notes:

  • Differences to default:
    • Channel duration: 2.5/3.25/4/4.75 -> 5/6/7/8
    • Damage per second: 40 -> 40/50/60/70
  • Provides True Sight over the target until the channeling ends.
  • Deals 4/5/6/7 damage in 0.1 second intervals, starting immediately as the channeling begins, resulting in 50/60/70/80 damage ticks.
Jakiro minimap icon.png Jakiro

No changes.

Queen of Pain minimap icon.png Queen of Pain

Shadow Strike
Shadow Strike icon.png
Affects
Enemies
Damage
Magical
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time to any unit it touches. Poisoned units have their movement speed slowed for 15 seconds. An instance of damage is dealt every 3 seconds.
Cast Animation: 0.452+0.67
Cast Range: 1200
Travel Distance: 1200
Radius: 125
Initial Damage: 50/75/100/125
Damage over Time: 30/40/50/60
Move Speed Slow: 20%/30%/40%/50%
Duration: 15
Cooldown: 20/16/12/8
Mana: 110
Does not pierce spell immunity. Slow persists and attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Blocked by Linken's Sphere. Blocked upon impact.
Modifiers
Debuff Shadow Strike: Dispellable with any dispel.
Akasha's envenomed dagger allows her to delight in the drawn out suffering of her victims.

Notes:

  • Differences to default: Single target 400 range -> point target 1200 range with area
  • The daggers travel a straight line at a speed of 900. They always travel the full distance.
  • Every enemy which come within range get hit and poisoned.
  • Can hit enemies up to 1325 range away (1200 travele distance + 125 radius).
  • The slow decreases in 1 second intervals. This is how much Shadow Strike slows on each level at each second:
    • Level 1: 20.0% / 16.3% / 13.1% / 10.3% / 8.1% / 6.2% / 4.7% / 3.5% / 2.5% / 1.8% / 1.3% / 0.9% / 0.6% / 0.4% / 0.3%
    • Level 2: 30.0% / 24.5% / 19.6% / 15.5% / 12.1% / 9.3% / 7.0% / 5.2% / 3.8% / 2.8% / 2.0% / 1.4% / 1.0% / 0.6% / 0.4%
    • Level 3: 40.0% / 32.6% / 26.2% / 20.7% / 16.1% / 12.4% / 9.3% / 7.0% / 5.1% / 3.7% / 2.6% / 1.8% / 1.3% / 0.9% / 0.6%
    • Level 4: 50.0% / 40.8% / 32.7% / 25.9% / 20.1% / 15.5% / 11.7% / 8.7% / 6.4% / 4.6% / 3.3% / 2.3% / 1.6% / 1.1% / 0.7%
  • Deals the initial damage upon impact and the damage over time in 3 second intervals, resulting in overall 6 damage instances.
  • Successive casts only refresh the debuff. Initial damage is not re-dealt.


Blink
Blink (Queen of Pain) icon.png
Affects
Self
Short distance teleportation that allows Queen of Pain to move in and out of combat.
Cast Animation: 0.33+0.07
Cast Range: Global
Max Blink Distance: 700/1000/1300/1600
Cooldown: 6/5/4/3
Mana: 20/30/40/50
The Secret Queen lives up to her title, making her Pain impossible to escape.

Notes:

  • Differences to default:
    • Max blink distance: 700/850/1000/1150
    • Mana cost: 60 -> 20/30/40/50
    • Cooldown: 12/10/8/6 -> 6/5/4/3
  • Does not blink for the full distance when targeting closer than the max distance.
  • When targeting beyond the max blink distance, Queen of Pain will blink for the max distance towards the targeted point.


Scream of Pain
Scream of Pain icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies.
Cast Animation: 0+0.63
Search Radius: 475
Damage: 100/200/300/400
Cooldown: 7
Mana: 90/100/110/120
The sultry voice of Akasha beckons her opponents while stealing their souls.

Notes:

  • Differences to default:
    • Damage: 85/165/225/300 -> 100/200/300/400
    • Mana cost: 110/120/130/140 -> 90/100/110/120
  • Scream of Pain interrupts Queen of Pain's channeling spells upon cast.
  • The projectiles travel at a speed of 900.


Sonic Wave
Sonic Wave icon.png
Affects
Enemies
Damage
Magical
Creates a gigantic wave of sound in front of Queen of Pain, dealing heavy damage to all enemy units in its wake.
Cast Animation: 0.452+0.9
Cast Range: 700
Starting Radius: 100
Travel Distance: 800
End Radius: 300
Damage: 350/475/600 (Upgradable by Aghanim's Scepter. 350/530/725)
Cooldown: 60/50/40 (With Aghanim's: 40/30/20)
Mana: 250/360/500
Aghanim's upgrade: Reduces cooldown and increases damage.
Her most exquisite of all of torments, Akasha's Sonic Wave puts her poor foes out of their misery.

Notes:

  • Differences to default:
    • Cooldown: 135 (Upgradable by Aghanim's Scepter. 100/70/40) -> 60/50/40 (Upgradable by Aghanim's Scepter. 40/30/20)
  • Sonic Wave travels at a speed of 900.
  • Can hit units up to 1100 range away (800 travel distance + 300 end radius).
  • The complete area is shaped like a cone.
Storm Spirit minimap icon.png Storm Spirit

Static Remnant
Static Remnant icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage and apply your current level of Overload as a debuff if an enemy unit comes near it.
Cast Animation: 0+1.1
Trigger Radius: 235
Damage Radius: 260
Activation Delay: 1
Damage: 140/180/220/260
Remnant Duration: 12
Cooldown: 3.5
Mana: 70/80/90/100
Partially pierces spell immunity. Procs on spell immune enemies. Does not attempt to damage spell immune enemies.
Raijin Thunderkeg's duality allowed him to admire himself in shocking fashion.

Notes:

  • Differences to default: Applies Overload based on its level.
  • Static Remnant interrupts Storm Spirit's channeling spells upon cast.
  • After a remnant is placed, it takes 1 second for it to be able to explode and deal damage.
  • When a remnant expires, it still explodes and deals damage around it.
  • Remnant can be triggered by invisible units and deal damage to them.
  • The remnants are visible on the minimap with the same color as Radiant/Dire units, not the color of the player.
  • Remnants provide 600 range flying vision at their location for their duration or until detonating.
  • Damage on each level with each level of Overload:
    • Level 1: 140/170/200/230/260
    • Level 2: 180/210/240/270/300
    • Level 3: 220/250/280/310/340
    • Level 4: 260/290/320/350/380


Electric Vortex
Electric Vortex icon.png
Ability
No Target
Affects
Enemies / Self
A vortex that pulls all nearby enemy units to Storm Spirit's location. It also slows the Storm Spirit by 50% for 3 seconds.
Cast Animation: 0.3+0.77
Radius: 300/325/350/375
Pull Distance: 200/250/300/350
Pull Duration: 2/2.5/3/3.5
Self Movement Speed Slow: 50%
Slow Duration: 3
Cooldown: 10
Mana: 100/110/120/130
Partially pierces spell immunity. Cannot be cast on spell immune enemies. Effect persists if debuff was placed before spell immunity and when not dispelled.
Self-slow pierces spell immunity. Slow persists if buff was placed before spell immunity and when not dispelled.
Blocked by Linken's Sphere. When blocked, Storm Spirit is not slowed either.
Modifiers
Debuff Electric Vortex Pull: Dispellable with strong dispels.
Debuff Electric Vortex Slow: Dispellable with any dispel.
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.

Notes:

  • Differences to default:
    • Single target -> non-targeted area effect
    • 300 cast range -> 300/325/350/375 radius
    • Pull distance: 100/150/200/250 -> 200/250/300/350
    • Pull duration: 1/1.5/2/2.5 -> 2/2.5/3/3.5
    • Cooldown: 21/20/19/18 -> 10
  • Electric Vortex pulls enemies at a speed of 100.
  • Multiple casts refresh the pull duration and the self-slow duration but do not update the pull location.


Overload
Overload icon.png
Ability
Passive
Affects
Enemies
Damage
Magical
Casting a spell creates an electrical charge, which is released in a burst on his next attack, dealing damage and slowing nearby enemies.
Radius: 275
Damage: 30/60/90/120
Move Speed Slow: 80%
Attack Speed Slow: 50
Slow Duration: 1/1.5/2/2.5
Partially pierces spell immunity. Procs and applies area effect when attacking spell immune enemies. Does not slow and does not attempt to damage spell immune enemies. Slow persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Buff Overload: Dispellable with any dispel.
Debuff Overload Debuff: Dispellable with any dispel.
Pow! Zip! Zap!

Notes:

  • Differences to default:
    • Damage: 30/50/70/90 -> 30/60/90/120
    • Slow duration: 0.6 -> 1/1.5/2/2.5
  • Using items does not trigger Overload.
  • The Overload applies by Static Remnant is independent from the Overload from attacks.
  • The slow and damage are applied to all enemy units within the radius around the attacked target.
  • The charge is released upon successfully hitting a target. If the attack misses or is disjointed, nothing happens.
  • Each attack checks for the buff on Storm Spirit upon successfully hitting the target. If the buff is present, the charge is released.
    • This means when Storm Spirit gains the buff while an attack projectile is flying, that attack still releases the charge when it hits.
  • Attacking buildings or allies does not release the charge, however attacking wards does.


Ball Lightning
Ball Lightning icon.png
Affects
Self / Enemies
Damage
Magical
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The mana activation cost is 15+7% of his total mana pool, and the cost per 100 units traveled is 10+1% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Cast Animation: 0.3+0
Cast Range: Global
Damage Radius: 125/200/275
Travel Speed: 1250/1875/2500
Damage per 100 Units: 16/24/32
Mana Cost per 100 Units: 5 + 1% of max mana
Cooldown: 0
Mana: 15 + 3% of max mana
Modifiers
Buff Ball Lightning: Undispellable.
The Storm is coming in.

Notes:

  • Differences to default:
    • Damage per 100 units: 8/12/16 -> 16/24/32
    • Mana cost per 100 units: 10 + 1% -> 5 + 1%
    • Activation mana cost: 15 + 7% -> 15 + 3%
  • Ball Lightning disjoints projectiles upon cast.
  • Storm Spirit can turn, cast spells, use items and attack during Ball Lightning.
  • If Storm Spirit runs out of mana while traveling, he stops immediately.
  • Ball Lightning destroys trees within 100 radius of Storm Spirit while traveling.
  • Provides 400 radius flying vision around Storm Spirit during Ball Lightning.
  • The damage is increased by 0.16/0.24/0.32 damage per traveled unit, while mana is drained after each 100 distance traveled (resulting in 0.08/0.05/0.04 second intervals).
  • The spell's tooltip mana cost shows the current initial mana cost of the spell based on Storm Spirit's current maximum mana pool.
  • The damage is applied within the radius during the whole traveling, not only upon reaching the destination.
  • This is how much damage Ball Lightning can deal at certain travel distances (before reductions):
    • 50 Distance: 8/12/16 damage (15 + 3% of max mana)
    • 500 Distance: 80/120/160 damage (40 + 8% of max mana)
    • 1000 Distance: 160/240/320 damage (65 + 13% of max mana)
    • 2500 Distance: 400/600/800 damage (140 + 28% of max mana)
    • 5000 Distance: 800/1200/1600 damage (265 + 53% of max mana)
    • 10000 Distance: 1600/2400/3200 damage (515 + 103% of max mana)
Witch Doctor minimap icon.png Witch Doctor

Paralyzing Cask
Paralyzing Cask icon.png
Affects
Enemies
Damage
Magical
Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits.
Cast Animation: 0.35+0.37
Cast Range: 700
Bounce Distance: 575
Number of Bounces: 2/4/6/8
Hero Damage: 50
Creep Damage: 75/100/125/150
Hero Stun Duration: 1
Creep Stun Duration: 5
Cooldown: 8/7/6/5
Mana: 75
Partially pierces spell immunity. Cannot directly target spell immune enemies. Can bounce to spell immune enemies. Does not stun or attempt to damage spell immune enemies.
Partially blocked by Linken's Sphere. Blocked fully when primary or secondary target. Blocked upon impact. Does not stop bouncing when blocked.
Modifiers
Debuff Stunned: Dispellable with strong dispels.
The Witch Doctor recycles the bones of fallen friends and foes, using the powder as part of his arsenal of charms and alchemy.

Notes:

  • Differences to default:
    • Mana cost: 110/120/130/140 -> 75
    • Cooldown: 75/100/125/150 -> 75
  • The cask travels at a speed of 1000.
  • The projectile bounces in 0.3 second intervals.
  • Can bounce on the same unit multiple times, but only when another target was hit between the bounces.
  • Can deal up to 150/300/500/750 (100/150/200/250 to heroes) damage to a single unit (before reductions).
  • All bounces together can deal up to 225/500/875/1350 (150/250/350/450 to heroes) damage (before reductions).


Voodoo Restoration
Voodoo Restoration icon.png
Ability
Toggle
Affects
Allies
Witch Doctor focuses his magic to heal nearby allied units.
Cast Animation: 0+0
Heal Radius: 500
Mana Cost per Second: 8/12/16/20
Heal per Second: 16/24/32/40
Cooldown: 0
Mana: 8/12/16/20
Modifiers
Buff Voodoo Restoration Aura: Undispellable.
Buff Voodoo Restoration Heal: Undispellable.
Zharvakko's hocus pocus is not limited only hexxing his opponents and is quite adept at curing ailments.

Notes:

  • Differences to default:
    • Activation mana cost: 25/50/75/100 -> 8/12/16/20
  • The toggling of Voodoo Restoration is not registered as a spell cast and thus does not proc any on-cast effects.
  • Voodoo Restoration does not interrupt channeling spells upon toggling.
  • Disabling Witch Doctor does not turn Voodoo Restoration off. However, he also cannot turn it off himself while disabled.
  • Heals for 5.28/7.92/10.56/13.2 and costs 2.64/3.96/5.28/6.6 mana in 0.33 second intervals, starting 0.33 seconds after toggled on.
  • The heal is provided by an aura. Its buff lingers for 0.5 seconds.


Maledict
Maledict icon.png
Affects
Enemies
Damage
Magical
Chains all enemies in an area, causing them to take damage every 4 seconds, adding bonus damage for every 100 HP lost since the curse began.
Cast Animation: 0.35+0
Cast Range: 525
Radius: 150
Damage per Second: 5/10/15/20
Lost Health as Burst Damage: 16%/24%/32%/40%
Curse Duration: 12
Cooldown: 35
Mana: 120
Modifiers
Debuff Maledict: Undispellable.
Certain voodoo magics can make an enemy regret engaging the Witch Doctor.

Notes:

  • Differences to default:
    • Affects enemy heroes -> Affects any enemy unit
  • Checks the affected units' current health 4 times, once as the curse is applied, and then every 4 seconds for the duration.
  • The burst damage is entirely based on the difference between the hero's current health and its health as the curse got applied.
    • This means the bigger the difference of current health and health upon receiving the debuff gets, the more damage the bursts do.
    • Vice versa, the lower the difference gets, the lower is the damage of the bursts, so getting healed during it reduces its damage.
    • It also means it does not matter how affected units lose health, as it directly compares its health values, not damage values.
  • Deals its own damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 12 damage instances.
  • Together with the bursts, it deals a total of 15 damage instances.
  • The bursts happen 0.1 seconds before each 4th damage tick, so the bursts happen after the 3rd, 7th and 11th damage tick.
  • With no other sources of health loss or heals, Maledict can deal up to 78.5/178.3/302.2/453.4 damage to a unit (before reductions).


Death Ward
Witch Doctor Death Ward model.png
Ward
Duration 10
Health 135
Health regeneration 0.25
Armor 0
Magic resistance 0%
Attack damage 60/90/120 (Upgradable by Aghanim's Scepter. 90/120/150)
Acquisition range 700
Attack range 700
Base attack time 0.25
Attack animation 0+0
Projectile speed 1000
Turn rate 0.5
Collision size 16
Vision range 1200800
Vision type Ground
Bounty 0
Experience 0
Notes Invulnerable

Death Ward
Death Ward icon.png
Affects
Enemies
Damage
Physical
Summons a deadly ward to attack enemy units. The Death Ward has attack range of 700, and attacks every .25 seconds. Level 3 Death Ward has a bouncing attack. Lasts 8 seconds.
Cast Animation: 0.35+0
Cast Range: 600
Max Channel Time: 10
Bounce Distance: 650
Number of Bounces: 2/3/4 (Upgradable by Aghanim's Scepter. 4/5/6)
Damage: 60/90/120 (Upgradable by Aghanim's Scepter. 90/120/150)
Cooldown: 80
Mana: 200
Aghanim's upgrade: Increases ward damage and number of bounces.
Can be disjointed. The primary attack can be disjointed and can miss, doing so prevents the projectile from bouncing.
Witch Doctor performs a ritualistic dance, one that haunts the dreams of those who live to recount it.

Notes:

  • The Death Ward automatically attacks the closest enemy hero within its attack range.
    • It is possible to manually give the ward an attack target by just right-clicking an enemy hero in range.
    • Giving an attack order while having Witch Doctor and the ward selected, does not cause the channeling to be canceled.
    • It is also possible to stop the ward from attacking by ordering it to stop (only works when the auto-attack option is turned off).
  • However, after having bounced at least once, it can no longer miss, but can still be disjointed.
    • When disjointed, it does continue to bounce and can even bounce back to the disjointing hero.
  • Does not bounce on invisible units or units in the Fog of War. One projectile can never hit the same unit twice.
  • With its 0.25 second attack rate, it can attack up to 40 times. With the bounces, it can deal 80/120/160 (Upgradable by Aghanim's Scepter. 160/200/240) damage instances.
  • With the current attack rate and damage, it can deal up to 240/360/480 (Upgradable by Aghanim's Scepter. 360/480/600) damage per second to a single unit.
  • Can deal up to 2400/3600/4800 (Upgradable by Aghanim's Scepter. 3600/4800/6000) damage to a single unit (before reductions).
  • When all attacks and bounces hit, it can deal up to 4800/10800/19200 (Upgradable by Aghanim's Scepter. 14400/24000/36000) damage (before reductions).
  • Provides 1200/800 range ground vision for 5 seconds at its location after the channeling stops.