Frostivus 2013/Waves

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Wave 1: Kobolds, Kobolds Everywhere![edit]

Kobold
Kobold
Kobold Soldier model.png
Jungle Creep
Health 40
Health regeneration 0.5
Armor 1
Magic resistance 0%
Attack damage 14‒15
Acquisition range 600
Attack range 100
Base attack time 1.35
Attack animation 0.38+0.6
Movement speed 270
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 800
Vision type Ground
Bounty 0
Experience 16
Model scale 0
Notes Difficulty level bonus:
  • +45 health
  • +2 attack damage
  • +0.25 armor
  • +1 movement speed
  • +2 experience


Strategy

227 Kobolds will spawn in the following: 24 waves of 8, and 7 waves of 5 at the beginning. Fairly weak, and should be easy to clear away without taking high damage.

Gnoll
Gnoll
Vhoul Assassin model.png
Jungle Creep
Health 75
Health regeneration 0.5
Armor 1
Magic resistance 0%
Attack damage 30‒36
Acquisition range 800
Attack range 500
Base attack time 1.6
Attack animation 0.4+0.3
Projectile speed 1500
Movement speed 270
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 400
Vision type Ground
Bounty 0
Experience 24
Model scale 0
Notes Difficulty level bonus:
  • +50 health
  • +2 attack damage
  • +0.25 armor
  • +1 movement speed
  • +15 experience

Strategy

After 30 seconds has passed since the first Kobolds have spawned, 40 Gnolls will spawn in 8 waves of 5. Weak, but can be a minor threat to melee heroes due to their attack range.

Troll Healer
Troll Healer
Dark Troll Summoner model.png
Jungle Creep
Health 400
Health regeneration 0.25
Mana 300
Mana regeneration 2.5
Armor 1
Magic resistance 20%
Attack damage 22‒28
Acquisition range 800
Attack range 500
Base attack time 1.35
Attack animation 0.3+0.3
Projectile speed 1200
Movement speed 285
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 800
Vision type Ground
Bounty 0
Experience 32
Model scale 0
Notes Abilities:

Difficulty level bonus:

  • +55 health
  • +2 attack damage
  • +1 armor
  • +1 movement speed
  • +13 experience

Strategy

4 Troll Healers will spawn with the last 4 waves of Kobolds, 1 in each wave. Focus on them as Healing Aura heals for a fair amount and also gives bonus armor to the creeps around them.

Healing Aura
Can be used by illusions. Pierces spell immunity.
Voodoo Restoration icon.png
Ability
Aura
Affects
Allies
Regenerates health around the caster.
Radius: 450
Heal Per Second: 22/23/24/25
Armor Bonus: 8/12/18/22
Modifiers
Buff Healing Aura: Undispellable.

Notes:

  • The aura's buff lingers for 0.5 seconds.
  • Multiple instances of Healing Aura stack.

Wave 2: Left 5 Dead[edit]

Zombie
Zombie
Undying Zombie model.png
Jungle Creep
Health 120
Health regeneration 0.25
Armor 3
Magic resistance 33%
Attack damage 18‒22
Acquisition range 600
Attack range 128
Base attack time 1.6
Attack animation 0.3+0.3
Movement speed 120
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 35
Model scale 0
Notes Difficulty level bonus:
  • +40 health
  • +10 attack damage
  • +1 armor
  • +1 movement speed
  • +20 experience

Strategy

120 Zombies will spawn in the following: 6 waves of 6, 9 waves of 8, 4 waves of 3, and 4 waves of 10.

Volatile Zombie
Volatile Zombie
Undying Zombie model.png
Jungle Creep
Health 360
Health regeneration 0.25
Armor 3
Magic resistance 33%
Attack damage 37‒45
Acquisition range 600
Attack range 128
Base attack time 1.6
Attack animation 0.3+0.3
Movement speed 85
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 35
Model scale 0
Notes Abilities:

Difficulty level bonus:

  • +40 health
  • +10 attack damage
  • +1 armor
  • +1 movement speed
  • +20 experience

Strategy

9 Volatile Zombies will spawn, with one in each wave. They explode when they die and leave a pool of acid on the ground. Both the explosion and pool of acid deal very high damage, and it is recommended to kill the Volatile Zombies from afar.

Burst
Pierces spell immunity.
Acid Spray icon.png
Ability
Passive
Affects
Enemies
Zombie explodes on death damaging everyone around it. Leaves a pool of acid that damages enemies.
Radius: 250
Explosion Damage: 450/650/850/1050
Damage per Second: 118/128/138/158
Armor Reduction: 3/4/5/6
Knockback Distance: 250
Acid Duration: 16
Modifiers
Debuff Acid Spray: Undispellable.

Notes:

  • Knocks enemies back at a speed of 500, resulting in a 0.5 second knockback duration.
  • Enemies are stunned during the knockback.
  • The armor reduction is provided by an aura. Its debuff lingers for 0.5 seconds.
  • Deals damage in 1 second intervals, starting 1 second after receiving the debuff, resulting in up to 16 instances.
  • Can deal up to 1888/2048/2208/2528 (2338/2698/3058/3578 with explosion) damage to a single unit (before reductions).


Corpse Lord
Corpse Lord
Undying icon.png
Jungle Creep
Health 1200
Health regeneration 1
Mana 200
Mana regeneration 5
Armor 5
Magic resistance 33%
Attack damage 37‒45
Acquisition range 600
Attack range 128
Base attack time 1.6
Attack animation 0.3+0.3
Movement speed 125
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 25
Model scale 0
Notes Abilities:

Difficulty level bonus:

  • +75 health
  • +5 attack damage
  • +0.25 armor
  • +1 movement speed
  • +13 experience

Strategy

12 Corpse Lords will spawn, with one in each wave. Not threatening on its own, the Corpse Lord will spawn Berserk Zombies, which are very aggressive. Take them down as fast as possible.

Summon Zombies
Q
Q
Soul Rip icon.png
Summons a horde of zombies.
Cast Animation: 0+0
Channel Time: 2.2/2.1/2
Number of Zombies: 8
Cooldown: 10
Mana: 100

Notes:

  • The zombies spawn all together randomly around the Corpse Lord.
Berserk Zombie
Berserk Zombie
Undying Zombie Torso model.png
Summon
Health 180
Health regeneration 5
Armor 4
Magic resistance 33%
Attack damage 18‒22
Acquisition range 600
Attack range 128
Base attack time 1.6
Attack animation 0.3+0.3
Movement speed 120
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 30
Model scale 0
Notes Abilities:

Difficulty level bonus:

  • +75 health
  • +10 attack damage
  • +1 armor
  • +1 movement speed
  • +20 experience

Strategy

8 are spawned from the Corpse Lord when it uses Summon Zombies. They will close the distance using Berserk, and can deal a lot of damage if its still in effect. Keep a distance away from them and attack once the Berserk buff runs out.

Berserk
Q
Q
Rage icon.png
Ability
No Target
Affects
Self
Enrages the zombie giving bonus attack and movement speed.
Cast Animation: 0+0
Attack Speed Bonus: 200/220/240/260
Movement Speed Bonus: 255
Duration: 3
Cooldown: 10
Modifiers
Buff Berserk: Dispellable with any dispel.

Notes:

  • Interrupts the zombie's channeling spells on cast.
  • The Berserk Zombies cast this upon taking damage.

Wave 3: The Ugly Stick[edit]

Ogre Grunt
Ogre Grunt
Ogre Bruiser model.png
Jungle Creep
Health 800
Health regeneration 0.5
Armor 1
Magic resistance 0%
Attack damage 44‒52
Acquisition range 600
Attack range 100
Base attack time 1.35
Attack animation 0.3+0.3
Movement speed 245
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 800
Vision type Ground
Bounty 0
Experience 93
Model scale 0
Notes Difficulty level bonus:
  • +75 health
  • +15 attack damage
  • +1 armor
  • +1 movement speed
  • +20 experience


Strategy

64 Ogre Grunts will spawn in 16 waves of 4.

Ogre Shaman
Ogre Shaman
Ogre Magi icon.png
Jungle Creep
Health 650
Health regeneration 1
Mana 450
Mana regeneration 6
Armor 0
Magic resistance 20%
Attack damage 23‒31
Acquisition range 600
Attack range 100
Base attack time 1.35
Attack animation 0.3+0.3
Movement speed 245
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 800
Vision type Ground
Bounty 0
Experience 62
Model scale 0
Notes Abilities:

Difficulty level bonus:

  • +75 health
  • +5 attack damage
  • +0.25 armor
  • +1 movement speed
  • +13 experience


Strategy

32 Ogre Shamans will spawn in 16 waves of 2. They're less resistant than the Ogre Grunts, but they can buff other units. Focus them first before their buffs can become a threat.

Carnal Bloodlust
Bloodlust icon.png
Affects
Allies
Incites a frenzy in a friendly unit, increasing its movement speed and attack speed.
Cast Animation: 0.45+0.67
Cast Range: 600
Movement Speed Bonus: 10%/12%/14%/16%
Attack Speed Bonus: 20/40/60/80
Duration: 30
Cooldown: 20
Mana: 75
Modifiers
Buff Bloodlust: Dispellable with any dispel.

Notes:

  • Despite the visual effect, the buff is applied instantly on the target upon cast. The projectile has only a visual purpose.
  • Causes the target's model size to increase by 25% for its duration. This has no impact on its collision size.
Ogre Commander
Ogre Commander
Ogre Bruiser model.png
Jungle Creep
Health 3800
Health regeneration 8
Armor 2
Magic resistance 20%
Attack damage 124‒130
Acquisition range 600
Attack range 120
Base attack time 2.8
Attack animation 0.3+0.3
Movement speed 110
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 800
Vision type Ground
Bounty 0
Experience 345
Model scale 0
Notes 100% disable resistance
Abilities

Difficulty level bonus:

  • +800 health
  • +30 attack damage
  • +1 armor
  • +5% magic resistance


Strategy

3 Ogre Commanders will spawn, with one in each wave. Very slow, with a smaller attack range than standard melee units, they're very easy to avoid. Smash deals high damage, but is easily telegraphed due to its cast time.

Smash
Pierces spell immunity.
Q
Q
Double Edge icon.png
Smashes targets in front of the ogre into the ground.
Cast Animation: 1.5+?
Cast Range: 300
Radius: 150
Damage: 275/500/725/950
Stun Duration: 3
Cooldown: 4

Wave 4: Smashed to Slithereens[edit]

Shadeshore Pouncer
Shadeshore Pouncer
Slark icon.png
Jungle Creep
Health 165
Health regeneration 12
Armor 1
Attack damage 60‒75
Acquisition range 600
Attack range 100
Base attack time 1
Attack animation 0.467+0.3
Movement speed 375
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1800
Vision type Ground
Bounty 0
Experience 25
Model scale 0
Notes Abilities:

Difficulty level bonus:

  • +35 health
  • +1 health regeneration
  • +5 attack damage
  • +0.25 armor
  • +3 movement speed
  • +25 experience


Strategy

120 Shadeshore Pouncers will spawn in 20 waves of 6. They can easily slip through using Pounce, and will probably attack the inner towers and ignore the outer ones.

Pounce
Pounce icon.png
Ability
No Target
Affects
Enemy Heroes / Self
Leaps towards a target and damages any targets encountered along its path.
Cast Animation: 0+0.53
Leap Distance: 700
Latch Radius: 95
Damage: 35/50/65/80
Cooldown: 4

Notes:

  • The Shadeshore Pouncer leaps forward at a speed of 933.33 for up to 0.75 seconds.
  • Always jumps for the full distance, unless an enemy hero gets within 95 radius of Pouncer during the jump.
  • The Pouncer cannot act during the leap.
Slarbasher
Slarbasher
Slardar icon.png
Jungle Creep
Health 500
Health regeneration 6
Mana 250
Mana regeneration 0
Armor 7
Magic resistance 33%
Attack damage 75‒100
Acquisition range 600
Attack range 128
Base attack time 1.6
Attack animation 0.3+0.64
Movement speed 335
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 25
Model scale 0
Notes Abilities:


Strategy

14 Slarbashers will spawn, with one in each wave. They gain bonus damage when using Sprint, but will not use Bash if there's only one hero around. Don't group up, or the Slarbashers will try to chain-stun you.

Sprint
Guardian Sprint icon.png
Ability
No Target
Affects
Self
Bonus movement speed when activated.
Cast Animation: 0+0
Move Speed Bonus: 20%
Duration: 20
Cooldown: 28
Mana: 50
Modifiers
Buff Sprint: Undispellable.

Notes:

  • Sprint does not interrupt the Slarbasher's channeling spells upon cast.


Bash
Slithereen Crush icon.png
Ability
No Target
Affects
Enemies
Enemies around the Slarbasher are stunned. Only occurs when two or more heroes are near.
Cast Animation: 0.35+0.6
Radius: 350
Damage: 150/200/250/300
Move Speed Slow: 20%
Attack Speed Slow: 20
Slow Duration: 3/3.5/4/4.5
Stun Duration: 2/2.5/3/4
Cooldown: 8
Mana: 80/95/105/115
Does not pierce spell immunity. Slow and stun do not pierce spell immunity. Damage pierces spell immunity. Slow persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Slithereen Crush: Dispellable with any dispel.
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • The stun and slow are applied at the same time, so the effective slow duration is 1/1/1/0.5 seconds.
  • The stun's debuff is not visible in the HUD.

Wave 5: They Speak for the Trees[edit]

Forest Prophet
Forest Prophet
Nature's Prophet icon.png
Jungle Creep
Health 1000
Health regeneration 6
Mana 250
Mana regeneration 5
Armor 5
Magic resistance 25%
Attack damage 85‒125
Acquisition range 800
Attack range 600
Base attack time 1.7
Attack animation 0.4+0.77
Projectile speed 1125
Movement speed 295
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 25
Model scale 0
Notes Abilities:


Strategy

20 Forest Prophets will spawn, with one in each wave. They can only create one Treant at a time, but very frequently as the spell only has a cooldown of 2 seconds. Multiple Forest Prophets will try to chain-Sprout you, heavily restraining your movement and vision. As ranged heroes, staying close to towers will help you against the vision-blocking effect.

Sprout
Sprout icon.png
Sprouts a ring of trees around a unit, trapping it in place.
Cast Animation: 0.35+1.14
Cast Range: 600
Trees Spawn Radius: 150
Duration: 3/3.75/4.5/5.25
Cooldown: 11/10/9/8
Mana: 100/120/140/160
Partially pierces spell immunity. Cannot directly target spell immune enemies, targets ground instead. Can target spell immune allies.

Notes:

  • The Forest Prophet only directly targets enemies. It never targets the ground.
  • Creates a tree on every 45th° of a 150 radius circle, resulting in 8 trees forming a ring and trapping the targeted unit.
  • Destroying one tree is enough to allow units to walk in and out of the ring of trees.
  • Trees created with Sprout act exactly like the other trees on the map. They block vision, pathing and interact with spells the same way.
  • Sprout grants 1000 range flying vision around the targeted point for its duration.
  • Sprout trees have a different model and are smaller than other trees on the map and they do not have a dying animation.


Summon Treant
W
W
Wrath of Nature icon.png
Summons a treant to fight for the caster. Requires a tree to convert.
Cast Animation: 0.5+1.23
Cast Range: 750
Radius: 100
Number of Treants: 1
Treant Duration: 60
Cooldown: 2
Mana: 20

Notes:

  • Nature's Call can only create as many treants as there are trees in the target area.
  • Destroys all trees in the target area, regardless of how many treants are created.
  • The Treant always spawns at the center of the area.
  • Must have at least 1 tree within its area to be castable. Targeting a tree-less area wastes the spell.
Treant
Treant
Nature's Prophet Treant model.png
Summon
Duration 60
Health 450
Health regeneration 0.5
Armor 0
Magic resistance 0%
Attack damage 62‒80
Acquisition range 600
Attack range 100
Base attack time 1.75
Attack animation 0.467+0.533
Movement speed 300
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1200800
Vision type Ground
Bounty 0
Experience 30
Model scale 0


Strategy

1 Treant is spawned by the Forest Prophets per cast. Although 1 is not much, there are 20 Forest Prophet which summon them frequently, which can overwhelm the players if not taken care of.

Aged Treant
Aged Treant
Treant Protector icon.png
Jungle Creep
Health 1750
Health regeneration 20
Mana 500
Mana regeneration 5
Armor 10
Magic resistance 25%
Attack damage 300‒500
Acquisition range 600
Attack range 128
Base attack time 1.9
Attack animation 0.3+0.4
Movement speed 120
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 100
Model scale 0
Notes Abilities:


Strategy

5 Aged Treants will spawn, with one in each wave. They are very slow, but deal very high damage. They have relatively low HP compared to Ogre Commanders, but can use Living Armor on other units.

Living Armor
Living Armor icon.png
Affects
Allies
Infuses the target hero or structure with a protective coating which grants bonus regeneration. Also blocks some damage from all sources. Dispels when a number of damage instances are taken.
Cast Animation: 0.5+0.4
Cast Range: Global
Damage Block Instances: 4/5/6/7
Damage Block: 20/40/60/80
Health Regeneration Bonus: 4/7/10/13
Duration: 15
Cooldown: 32/26/20/14
Mana: 50
Modifiers
Buff Living Armor: Dispellable with any dispel.

Notes:

  • Restores health in the form of health regeneration, so it regenerates 0.4/0.7/1/1.3 health in 0.1 second intervals.
  • Can heal the target for up to 60/105/150/195 health if the armor stays for its full duration.
  • Blocks damage after all kinds of reductions. Fully ignores damage lower than 5 (after reductions).
  • Can block up to 80/200/360/560 damage.


Wave 6: I Lost Count[edit]

Broodqueen
Broodqueen
Broodmother icon.png
Jungle Creep
Health 15000
Health regeneration 15
Armor 20
Magic resistance 25%
Attack damage 175‒350
Acquisition range 600
Attack range 100
Base attack time 1.35
Attack animation 0.5+0.5
Movement speed 522
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 350
Model scale 0
Notes 50% disable resistance
Abilities:


Strategy

Only one Broodqueen will spawn in the entire wave. She will lay webs around, and also spawn Eggs. She moves at maximum movement speed, but can use Self Haste to get rid of any slows.

Spin Web
Spin Web icon.png
Affects
Self
A sticky web is spun.
Cast Animation: 0+0
Cast Range: 1000
Web Radius: 900
Max Amount of Webs: 2/4/6/8
Fade Delay: 2
Health Regen Bonus: 2/4/6/8
Move Speed Bonus: 20%/25%/30%/35
Cooldown: 20
Modifiers
Buff Spin Web Invisible Applier: Undispellable.
Buff Spin Web: Undispellable.
Buff Invisible: Undispellable.

Notes:

  • Affects the Broodqueen, and all Spiderlings under its control.
  • Movement speed and health regeneration are instantly granted upon entering the web.
  • Restores health in the form of regeneration, so it restores 0.2/0.4/0.6/0.8 health in 0.1 second intervals, which is 2/4/6/8 per second.
  • Can restore up to 120/240/360/480 health in one minute.
  • The invisibility has a fade delay of 2 seconds and instantly starts upon entering the web.
  • When leaving the radius of the web, all its granted effects linger for 0.15 seconds.


Lay Eggs
W
W
Spawn Spiderlings icon.png
Ability
No Target
Lays several eggs.
Cast Animation: 0+0
Number of Eggs: 6
Cooldown: 14


Self Haste
E
E
Mana Burn icon.png
Ability
No Target
Affects
Self
Gives Broodqueen maximum movement speed and lets her move through units.
Cast Animation: 0+0
Movement Speed: 522
Duration: 6
Cooldown: 12
Modifiers
Buff Haste: Unknown dispel interaction.

Notes:

  • Applies haste on Broodqueen, making her immune to movement speed slows.
  • Also phases her, allowing her to path through units, trees and impassable terrain.


Incapacitating Bite
Can be used by illusions. Disabled by Break. Does not pierce spell immunity.
Incapacitating Bite icon.png
Ability
Passive
Affects
Enemies
Broodqueen's venom cripples enemy units, causing her attacks to slow, as well as giving the affected unit a chance to miss its attacks.
Move Speed Slow: 10%/20%/30%/40%
Miss Chance: 30%/40%/50%/60%
Duration: 2
Does not pierce spell immunity. Slow and blind persist if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Incapacitating Bite Orb: Dispellable with any dispel.

Notes:

  • Successive hits with Incapacitating Bite on the same target do not stack, only the debuff gets refreshed.


Egg
Egg
Unknown icon.png
Summon
Health 400
Health regeneration 1
Armor 0
Magic resistance 75%
Collision size 24
Vision range 100
Vision type Ground
Bounty 0
Experience 10
Model scale 0
Notes Abilities:


Strategy

6 Eggs are spawned every time Broodqueen uses Lay Eggs. They are stationary, but have high magic resistance. Broodmotherlings will spawn from them after a period of time.

Hatch
Spawn Spiderlings icon.png
Ability
No Target
Affects
Self
Likely something undesirable.
Cast Animation: 0+0
Number of Broodmotherlings: 1
Cooldown: 14

Notes:

  • Ability is on cooldown as the egg is spawned.
  • Once off cooldown the ability gets instantly used.
Broodmotherling
Broodmotherling
Broodmother icon.png
Summon
Health 500
Health regeneration 15
Armor 20
Magic resistance 25%
Attack damage 90‒175
Acquisition range 600
Attack range 100
Base attack time 1.35
Attack animation 0.5+0.5
Movement speed 290
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 350
Model scale 0
Notes Abilities:


Strategy

Spawned from Eggs, the Broodmotherlings will spawn 2 to 4 Spiderlings every 10 seconds.

Spawn Spiders
Q
Q
Spawn Spiderlings icon.png
Ability
No Target
Spawns a random amount of Spiderlings.
Cast Animation: 0+0
Number of Spiderlings: 2‒4
Cooldown: 10

Notes:

  • The Broodmotherling casts this whenever it is off cooldown.
  • Cannot have more than 32 Spiderlings per Broodmotherling.
Spiderling
Spiderling
Broodmother Spiderling model.png
Summon
Health 200
Health regeneration 0.5
Armor 0
Magic resistance 0%
Attack damage 30‒37
Acquisition range 600
Attack range 100
Base attack time 1.35
Attack animation 0.5+0.3
Movement speed 280
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 31
Model scale 0
Notes Abilities:


Strategy

Spawned from Broodmotherlings, the Spiderlings are quite frail, but can apply a slow when attacking a hero.

Poison Sting
Pierces spell immunity.
Poison Sting (Spiderling) icon.png
Ability
Passive
Affects
Enemies
Poisons enemies on attack.
Damage per Second: 4
Move Speed Slow: 15%
Hero Duration: 2
Creep Duration: 6
Modifiers
Debuff Poison Sting Debuff: Dispellable with any dispel.

Notes:

  • Successive hits with Poison Sting on the same target do not stack, only the debuff gets refreshed.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 2 (6) damage ticks.

Wave 7: Burn Notice[edit]

Flame Ancient
Flame Ancient
Roshan model.png
Jungle Creep
Health 1500
Health regeneration 20
Mana 250
Mana regeneration 5
Armor 7
Magic resistance 50%
Attack damage 200‒300
Acquisition range 600
Attack range 128
Base attack time 1
Attack animation 0.3+0.3
Movement speed 270
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 100
Model scale 0
Notes Abilities:


Strategy

9 Flame Ancients will spawn, with one in each wave. They are a high threat, the only recommended strategy is to keep clear from the area in front of them.

Breathe Fire
Does not pierce spell immunity.
Q
Q
Fireblast icon.png
Affects
Enemies
A column of fire spews forth sweeping in an arc across the front of the caster. Cannot be interrupted.
Cast Animation: 1.5+0
Max Channel Time: 2
Damage Distance: 500/600/700/800
Damage Radius: 200
Rotation Angle: 90°
Damage: 160/200/240/280
Cooldown: 10

Notes:

  • The Flame Ancient is completely immune to disables while channeling this spell.
  • The Flame Ancient starts spewing fire 45° to its right and turns 90° counterclockwise over 2 seconds.
  • While turning, lines of fire are released in 0.2 second intervals, starting immediately on cast, resulting in 10 lines.
  • All 10 lines together can deal 1600/2000/2400/2800 damage to a single enemy (before reductions).
Shrack
Shrack
Leshrac icon.png
Jungle Creep
Health 550
Health regeneration 5
Mana 500
Mana regeneration 0
Armor 5
Magic resistance 33%
Attack damage 40‒55
Acquisition range 800
Attack range 600
Base attack time 1.6
Attack animation 0.3+0.77
Projectile speed 800
Movement speed 375
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 25
Model scale 0
Notes Abilities:


Strategy

18 Shracks will spawn in 9 waves of 2. They can cast Split Earth, which stuns for a high duration, but has a high delay before being cast. The targeted area will turn red once they start casting it. It is recommended to not remain stationary at all time to avoid being hit by Split Earth.

Split Earth
Split Earth icon.png
Affects
Enemies
The earth splits and spikes upwards in an area around the target location.
Cast Animation: 0+1.37
Cast Range: 800
Radius: 210/220/230/240
Effect Delay: 2.5
Damage: 118/138/158/178
Stun Duration: 1
Cooldown: 8
Mana: 100

Notes:

  • Destroys trees within the affected radius.
  • Creates a red indicator at the targeted during the effect delay, visible to everyone.

Wave 8: Compound Interest[edit]

Crumbling Golem
Crumbling Golem
Mud Golem model.png
Jungle Creep
Health 2400
Health regeneration 1
Armor 4
Magic resistance 45%
Attack damage 242‒262
Acquisition range 600
Attack range 128
Base attack time 1.8
Attack animation 0.3+0.3
Movement speed 75
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 87
Model scale 0
Notes Abilities:


Strategy

20 Crumbling Golems will spawn in 10 waves of 2. When one dies, it splits into 3 Golem Chunks. While slow, they deal high damage. Focus on one at a time, switching to its splits until they don't split any further.

Crumble
Wall of Replica icon.png
Ability
Passive
The spirit from the golem is transferred into the pieces of his shattered body.
Number of Golem Chunks: 3

Notes:

  • The Golem Chunks are knocked back 200 range over 0.5 seconds as they spawn.
  • The golems are disabled during the knockback.
Golem Chunk
Golem Chunk
Mud Golem model.png
Summon
Health 900
Health regeneration 1
Armor 2
Magic resistance 45%
Attack damage 242‒262
Acquisition range 600
Attack range 60
Base attack time 1
Attack animation 0.3+0.3
Movement speed 230
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 33
Model scale 0
Notes Abilities:


Strategy

3 Golem Chunks will spawn each time a Crumbling Golem is killed. They are faster than Crumbling Golems, and can attack faster as well. They will split into 4 Golem Splinters when killed. Focus on one at a time, and switch to its splits until they are killed.

Crumble
Wall of Replica icon.png
Ability
Passive
The spirit from the golem is transferred into the pieces of his shattered body.
Number of Golem Splinters: 4

Notes:

  • The Golem Splinters are knocked back 200 range over 0.5 seconds as they spawn.
  • The golems are disabled during the knockback.
Golem Splinter
Golem Splinter
Mud Golem model.png
Summon
Health 350
Health regeneration 0
Armor 2
Magic resistance 30%
Attack damage 130‒142
Acquisition range 600
Attack range 40
Base attack time 0.4
Attack animation 0.3+0.3
Movement speed 345
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 15
Model scale 0


Strategy

4 Golem Splinters will spawn each time a Golem Chunk is killed. Relatively frail compared to the other Golems, they are very fast and have the attack speed to match as well. They will easily catch up to heroes if they haven't bought upgraded boots at that point.

Wave 9: Bear Force One[edit]

Large Spirit Bear
Large Spirit Bear
Lone Druid Spirit Bear model.png
Jungle Creep
Health 1600
Health regeneration 2
Armor 8
Magic resistance 0%
Attack damage 205‒250
Acquisition range 600
Attack range 128
Base attack time 1.75
Attack animation 0.43+0.67
Movement speed 300
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 300
Model scale 0


Strategy

36 Large Spirit Bears will spawn in the following: 18 waves of 1, and 9 waves of 2. They have no magic resistance at all.

Small Spirit Bear
Small Spirit Bear
Lone Druid Spirit Bear model.png
Jungle Creep
Health 1000
Health regeneration 2
Armor 4
Magic resistance 0%
Attack damage 135‒180
Acquisition range 600
Attack range 128
Base attack time 1.75
Attack animation 0.43+0.67
Movement speed 300
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 100
Model scale 0


Strategy

36 Small Spirit Bears will spawn in the following: 10 waves of 3, 8 waves of 2, and 9 waves of 1. They have no magic resistance at all.

Bear Chieftan
Bear Chieftan
Lone Druid icon.png
Jungle Creep
Health 2500
Health regeneration 2
Armor 20
Magic resistance 0%
Attack damage 350‒400
Acquisition range 600
Attack range 128
Base attack time 1.3
Attack animation 0.43+0.53
Movement speed 250
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 300
Model scale 0
Notes Abilities:


Strategy

4 Bear Chieftans will spawn, with one in each wave. They can cast Bloodlust on units. They have high armor, but no magic resistance, making magical damage more efficient.

Bloodlust
Bloodlust icon.png
Affects
Allies
Incites a frenzy in a friendly unit, increasing its movement speed and attack speed.
Cast Animation: ?+?
Cast Range: 600
Movement Speed Bonus: 10%/12%/14%/16%
Attack Speed Bonus: 20/30/40/60
Duration: 30
Cooldown: 20
Mana: 75
Modifiers
Buff Bloodlust: Dispellable with any dispel.

Notes:

  • Causes the target's model size to increase by 25% for its duration. This has no impact on its collision size.
Enraged Bear
Enraged Bear
Ursa icon.png
Jungle Creep
Health 8000
Health regeneration 2
Mana 3000
Mana regeneration 5
Armor 12
Attack damage 150‒200
Acquisition range 600
Attack range 128
Base attack time 1.7
Attack animation 0.43+0.3
Movement speed 250
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 200
Model scale 0
Notes 35% disable resistance
Abilities:


Strategy

2 Enraged Bears will spawn, with one in each wave. They have all of Ursa minimap icon.png Ursa's spells. The Enraged Bear has less armor and attack damage than the Bear Chieftan, but can reach maximum attack speed and highly increase its damage output using Enrage. It becomes less threatening as its current HP goes down.

Earthshock
Earthshock icon.png
Ability
No Target
Affects
Enemies
The Enraged Bear slams the earth, causing a powerful shock to damage and slow all enemy units in a nearby area for 4 seconds.
Cast Animation: 0.3+0
Radius: 385
Damage: 90/140/190/240
Move Speed Slow: 25%/35%/45%/55%
Slow Duration: 4
Cooldown: 6
Mana: 75
Does not pierce spell immunity. Slow persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Earthshock: Dispellable with any dispel.


Overpower
Overpower icon.png
Ability
No Target
Affects
Self
Using his skill in combat, the Enraged Bear gains increased attack speed for a set number of attacks or until the duration expires.
Cast Animation: 0.3+0
Attack Speed Bonus: 400
Number of Attacks: 3/4/5/6
Duration: 15
Cooldown: 10
Mana: 45/55/65/75
Modifiers
Buff Overpower: Undispellable.

Notes:

  • Does not guarantee full attack speed. The provided attack speed can be negated by strong attack speed slows.
  • Attacking items or missed attacks does not use up any charges.
  • The number of charges left is visible on the buff icon.
  • Successive casts do not stack, but refresh the whole amount of charges instead.


Fury Swipes
Cannot be used by illusions. Pierces spell immunity.
E
E
Fury Swipes icon.png
Ability
Passive
Affects
Enemies
The Enraged Bear's claws dig deeper wounds in the enemy, causing consecutive attacks to the same enemy to deal more damage. Each hit on the same target within 15 seconds, including the first hit, deals damage and increases the damage taken by subsequent attacks. If the same target is not attacked after 15 seconds, the bonus damage is lost.
Damage per Stack: 15/20/25/30
Debuff Duration: 15
Modifiers
Debuff Fury Swipes Damage Increase: Undispellable.

Notes:

  • On each attack Fury Swipes first adds 1 stack and then deals damage based on the stack count.
    • This means that the bonus damage is applied even with the first attack.
  • The damage is dealt in one instance together with the bear's attack damage.
  • Each successful attack refreshes the whole stack. Missed attacks neither place the buff, nor add a stack or refresh it.
  • The number of stacks is visible on the debuff icon placed on attacked units.


Enrage
Enrage icon.png
Ability
No Target
Affects
Self
The Enraged Bear goes into a frenzy, gaining a percentage of his current health as bonus damage. Lasts 15 seconds.
Cast Animation: 0+0
Current Health as Damage: 5%/6%/7%
Duration: 15
Cooldown: 25
Modifiers
Buff Enrage: Dispellable with any dispel.

Notes:

  • Interrupts the bear's channeling spells upon cast.
  • Checks the bear's current health periodically and adapts the bonus damage instantly.
  • Enraged Bear gains 400/480/560 damage if cast at full health.

Wave 10: Chin' Choppa Chin' Choppa![edit]

Pudge's Offspring
Pudge's Offspring
Pudge icon.png
Jungle Creep
Health 15000
Health regeneration 10
Mana 1500
Mana regeneration 10
Armor 25
Magic resistance 50%
Attack damage 450‒575
Acquisition range 600
Attack range 128
Base attack time 1.7
Attack animation 0.5+1.17
Movement speed 350
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 2000
Vision type Ground
Bounty 0
Experience 93
Model scale 0
Notes 75% disable resistance
Abilities:

Difficulty level bonus:

  • +500 health
  • +25 attack damage
  • +1 armor
  • +1 movement speed
  • +100 experience


Strategy

2 Pudge's Offspring will spawn at different locations in the entire wave. The towers and altar aren't their primary objective, instead they will try to seek out the heroes. Stuns should be used to interrupt Pudge's Offsprings out of Dismember, or magic immunity onto caught allies to prevent them from taking damage as a full channeling will kill any hero.

Pudge's Offspring has Force Staff icon.png Force Staff, Phase Boots icon.png Phase Boots, Drum of Endurance icon.png Drum of Endurance and Urn of Shadows icon.png Urn of Shadows. The latter two have 10 charges.

Giant Meat Hook
Meat Hook icon.png
Affects
Enemies / Allies
Get over here!
Cast Animation: 0.3+0.53
Cooldown: 7
Mana: 100
Partially pierces spell immunity. Can hit and drag spell immune allies. Can damage and drag spell immune enemies. Cannot disable spell immune enemies.
Modifiers
Buff Followthrough: Undispellable.
Debuff Meat Hook: Undispellable.

Notes:

  • The Meat Hook travels at a speed of 1600.
  • Pudge's Offspring is disabled during the cast backswing of Meat Hook.
  • The hook can hit units up to 2100 range away (2000 travel distance + 100 search radius).
  • The search radius is centered around the hook's tip. Getting close to other parts of the hook has no effect.
  • Can only affect units while extending. Cannot affect any unit while retracting.
  • The hook flies through impassable terrain and trees. It also can drag units over them.
  • Hooked enemies are fully disabled for the entire pull duration, unless the enemy is invulnerable.
    • Allies, or invulnerable enemies are not disabled. They can act freely while being pulled by the hook.


Self Haste
Pierces spell immunity.
W
W
Mana Burn icon.png
Ability
No Target
Affects
Self
Gives Pudge's Offspring maximum movement speed and lets him move through units.
Cast Animation: 0+0
Cooldown: 12
Modifiers
Buff Haste: Undispellable.

Notes:

  • Applies haste on the Pudge's Offspring, making it immune to movement speed slows.


Dismember
Dismember icon.png
Affects
Enemies
Dismembers a target over time causing damage and holding them in place.
Cast Animation: 0.3+0
Cooldown: 20
Mana: 100/130/170/170
Modifiers
Debuff Dismember: Dispellable with strong dispels.

Notes:

  • Provides True Sight over the target until the channeling ends.
  • Deals damage in 1 second intervals, starting immediately upon cast, resulting in up to 9 damage instances.

Wave 11: Danger Zone[edit]

Goblin M.Launcher
Goblin M.Launcher
Gyrocopter icon.png
Jungle Creep
Health 2500
Health regeneration 0.25
Mana 600
Mana regeneration 4
Armor 12
Magic resistance 35%
Attack damage 12‒14
Acquisition range 1050
Attack range 1050
Base attack time 1
Attack animation 0.3+0.97
Projectile speed 3000
Movement speed 500
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1500
Vision type Ground
Bounty 0
Experience 93
Model scale 0
Notes Abilities:

Difficulty level bonus:

  • +75 health
  • 10+ attack damage
  • 1+ armor
  • 1+ movement speed
  • 20+ experience


Strategy

8 Goblin M. Launchers will spawn, with one in each wave. They do minimal damage, but have high movement speed. Instead, they rely on casting Launch Missile to deal damage. These missiles deal very high damage, and can kill weaker heroes if it travels long enough. Missiles have 650 HP, take 100 damage from hero attacks, and 50 from towers. Magic immunity will block the damage and stun.


Homing Missile
Gyrocopter Homing Missile model.png
Other
Level 1
Duration Permanent
Health 650
Health regeneration 0
Armor 0
Magic resistance 0%
Vision range 400
Vision type Ground
Bounty 20‒30
Experience 20
Notes Uncontrollable

Launch Missile
Homing Missile icon.png
Affects
Enemies
Launches a homing missile at a target.
Cast Animation: 0.3+0.5
Cast Range: 1500
Hero Attacks to Destroy: 7
Tower Attacks to Destroy: 13
Minimum Damage: 750/950/1150/1350
Maximum Damage: 1500
Stun Duration: 3
Cooldown: 18
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • Homing Missile's initial speed is 340 and increases by 20 per second.
  • Though the damage is capped, the missile's speed keeps on increasing until it hits the target or is destroyed.
  • The missile is placed 150 range in front of Goblin M.Launcher and starts moving 3 seconds after cast.
  • The crosshair over the target is visible to allies only.
  • Although the spell grants no vision over the target, the missile follows and hits invisible units, without affecting it.
  • When the missile hits its target, its 400 range flying vision stays at the location for 3.5 seconds.
  • The missile's damage is based on the distance between the rocket's starting position (150 range in front of Gyrocopter upon cast).
  • To deal more than minimum damage, the missile has to hit its target at least 751/951/1151/1351 range away from its starting position.
  • This is how much damage the Homing Missile deals (before reductions) at certain distances:
    • 300 Distance: 750/950/1150/1350 damage
    • 600 Distance: 750/950/1150/1350 damage
    • 900 Distance: 900/950/1150/1350 damage
    • 1200 Distance: 1200/1200/1200/1350 damage
    • 1500 Distance: 1500/1500/1500/1500 damage
    • The damage is capped at 1500 distance.
Disassembler
Disassembler
Clockwerk icon.png
Jungle Creep
Health 3000
Health regeneration 2
Mana 3000
Mana regeneration 5
Armor 10
Magic resistance 0%
Attack damage 86‒110
Acquisition range 600
Attack range 128
Base attack time 1.2
Attack animation 0.33+0.64
Movement speed 250
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Ground
Bounty 0
Experience 200
Model scale 0


Strategy

20 Disassemblers will spawn, with one in each waves. They have high HP, and will go straight for the inner towers.

Wave 12: Stay Frosty![edit]

Minor Frost Lich
Minor Frost Lich
Lich icon.png
Jungle Creep
Health 1800
Health regeneration 5
Mana 1000
Mana regeneration 2
Armor 8
Magic resistance 35%
Attack damage 40‒55
Acquisition range 800
Attack range 600
Base attack time 1.6
Attack animation 0.3+0.54
Projectile speed 800
Movement speed 265
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 25
Model scale 0
Notes Abilities:


Strategy

11 Minor Frost Liches will spawn, with one in each waves. They can cast Chain Frost when two heroes are nearby, which deals high damage. It is recommended to split up when it casts that spell.

Chain Frost
Chain Frost icon.png
Affects
Enemies
Releases an orb of frost that bounces between heroes.
Cast Animation: 0.4+0.93
Cast Range: 750
Bounce Distance: 575
Number of Bounces: 10
Damage: 475/550/625
Move Speed Slow: 30%
Attack Speed Slow: 20
Slow Duration: 4
Cooldown: 20
Mana: 50
Partially pierces spell immunity. Can target, mini-stun and bounce to spell immune enemies. Does not slow or attempt to damage spell immune enemies. Slow persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Chainfrost Slow: Dispellable with any dispel.
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • Chain Frost travels at a speed of 522 and cannot be disjointed.
  • The projectile bounces in 0.2 second intervals.
  • Can bounce on the same unit multiple times, but only when another target was between the bounces.
  • A mini-stun is applied immediately upon cast and lasts for 0.1 seconds.
  • Can deal up to 2850/3300/3750 damage to a single unit (before reductions), since it can hit one unit up to 6 times.
  • All jumps together can deal up to 5225/6050/6875 (Upgradable by Aghanim's Scepter. infinite) damage (before reductions).
  • The projectile has 1000 range flying vision. The vision is not provided during the 0.2 second jump intervals.
Snow Satyr
Snow Satyr
Satyr Mindstealer model.png
Jungle Creep
Health 750
Health regeneration 0.75
Mana 1000
Mana regeneration 0
Armor 6
Magic resistance 30%
Attack damage 110‒120
Acquisition range 600
Attack range 100
Base attack time 1
Attack animation 0.467+0.3
Movement speed 265
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 850800
Vision type Ground
Bounty 0
Experience 84
Model scale 0
Notes Difficulty level bonus:
  • +75 health
  • +5 attack damage
  • +0.25 armor
  • +1 movement speed
  • +13 experience


Strategy

127 Snow Satyrs will spawn in the following: 11 waves of 8, and 3 waves of 10. They are of moderate threat, but they spawn along side the Minor Frost Lich and can overwhelm you.

Ice Apparition
Ice Apparition
Ancient Apparition icon.png
Jungle Creep
Health 1500
Health regeneration 25
Armor -1
Magic resistance 35%
Attack damage 19‒29
Acquisition range 800
Attack range 600
Base attack time 1.7
Attack animation 0.45+0.3
Projectile speed 1250
Movement speed 195
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400800
Vision type Flying
Bounty 0
Model scale 0
Notes Abilities:


Strategy

6 Ice Apparitions will spawn, with one in each wave. They have flying movement, so they can move over terrain. They cast Ice Blast, which creates an ice vortex on the ground at the target location, and will explode when it comes into contact with a unit. Both the Ice Blast, and the ice vortex will slow units down.

Ice Blast
Ice Blast icon.png
Affects
Enemies
An explosive ball of icy hail that can be used to strike targets anywhere on the map.
Cast Animation: 0.01+1.07
Cast Range: Global
Explosion Radius: 350
Vortex Radius: 275
Explosion Damage: 600/800/1000/1200
Explosion Move Speed Slow: 40%
Vortex Move Speed Slow: 10%
Vortex Duration: 8
Cooldown: 15
Partially pierces spell immunity. Damage is blocked. Ice Vortex and slow are not blocked.
Modifiers
Debuff Ice Vortex: Undispellable.
Debuff Ice Blast Slow: Dispellable with any dispel.

Notes:

  • The projectile travels at a speed of 1100.
  • The Ice Vortex is created at the targeted area upon cast. It is visible to everyone and shows the blast's destination.
  • The Vortex' slow is provided by an aura. Its debuff lingers for 0.5 seconds.

Wave 13: Reborn[edit]

Wraith King Phase 1
Wraith King
Wraith King icon.png
Jungle Creep
Health 15000
Health regeneration 0
Mana 500
Mana regeneration 5
Armor 25
Magic resistance 25%
Attack damage 400‒500
Acquisition range 600
Attack range 160
Base attack time 1
Attack animation 0.56+0.44
Movement speed 200
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 100
Model scale 0
Notes 100% disable resistance
Abilities:


Strategy

The Wraith King will focus on a target, and will occasionally switch. He is fairly slow, but can cast two spells. Wraithfire Blast will deal damage and stun any targets in comes in contact it. It has a cast point of 1.05 seconds, and it should be avoided by stepping out of the way when he raises his arm to cast it. Wraithfire Eruption is a high damage area-of-effect stun with a cast time of 2.5 seconds. The Wraith King will put his sword down and a glowing green ring will appear around him when he starts casting Wraithfire Eruption. Allies should step out of the ring to avoid being hit by the spell.

When the Wraith King is killed, it will trigger Reincarnation.

Wraithfire Blast
Wraithfire Blast icon.png
Affects
Enemies
Wraith King fires a sphere of wraithfire at an enemy unit, dealing damage and stunning the unit.
Cast Animation: 1.05+?
Cast Range: 1000
Travel Distance: 1000
Projectile Radius: 100
Damage: 800/1000/1200/1400
Stun Duration: 1.5/2/2.5/3
Cooldown: 9
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • Wraithfire Blast travels at a speed of 900, taking 1.11 seconds to reach max distance.
  • Can hit units up to 1100 range away (1000 distance + 100 radius).


Wraithfire Eruption
Does not pierce spell immunity.
W
W
Rocket Flare icon.png
Ability
No Target
Affects
Enemies
Wraith King plunges his sword into the ground summoning up the spirits of the dead that damage and stun any unit in an area round him.
Cast Animation: 2.5+?
Radius: 650
Damage: 1500/1700/1900/2100
Stun Duration: 2.5/3/3.5/4
Cooldown: 20
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • During the cast time, the area which is going to get hit around Wraith King is marked with a green ring.


Reincarnation
Reincarnation icon.png
Ability
Passive
Affects
Self
Wraith King's bones reform after death, causing him to resurrect when killed in battle.
Effect Delay: 3
Cooldown: 1000
Conspirators against the Wraith King wonder why he never stays dead.

Notes:

  • Reincarnation cannot be prevented in any way.
  • After the delay, Wraith King gets replaced by a stronger version, with full health and mana and all spells off cooldown.
Wraith King Phase 2
Wraith King
Wraith King icon.png
Jungle Creep
Health 30000
Health regeneration 0
Mana 500
Mana regeneration 5
Armor 40
Magic resistance 50%
Attack damage 550‒650
Acquisition range 600
Attack range 190
Base attack time 1
Attack animation 0.56+0.44
Movement speed 250
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 100
Model scale 0
Notes 100% disable resistance
Abilities:


Strategy

Along with his previous spells, the Wraith King also has increased stats and gains the Summon Wraiths spell to augment him further. Whenever he summons Empowering Wraiths, they should be focused as their buffs stack and give the Wraith King very high damage and attack speed.

When the Wraith King is killed, it will trigger Reincarnation.

Wraithfire Blast
Wraithfire Blast icon.png
Affects
Enemies
Wraith King fires a sphere of wraithfire at an enemy unit, dealing damage and stunning the unit.
Cast Animation: 1.05+?
Cooldown: 9
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • Wraithfire Blast travels at a speed of 900, taking 1.11 seconds to reach max distance.
  • Can hit units up to 1100 range away (1000 distance + 100 radius).


Wraithfire Eruption
Does not pierce spell immunity.
W
W
Rocket Flare icon.png
Ability
No Target
Affects
Enemies
Wraith King plunges his sword into the ground summoning up the spirits of the dead that damage and stun any unit in an area round him.
Cast Animation: 2.5+?
Radius: 650
Damage: 1500/1700/1900/2100
Stun Duration: 2.5/3/3.5/4
Cooldown: 20
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • During the cast time, the area which is going to get hit around Wraith King is marked with a green ring.


Summon Wraiths
E
E
Soul Rip icon.png
Wraith King summons wraiths to surround him and buff his attack speed.
Cast Animation: 0+0
Channel Time: 2
Spawn Radius: 375
Number of Wraiths: 8
Cooldown: 90

Notes:

  • The Wraiths immediately cast Witch Buff on the Wraith King and never stop.
  • Recasting the spell does not replace the previous summons.


Reincarnation
Reincarnation icon.png
Ability
Passive
Affects
Self
Wraith King's bones reform after death, causing him to resurrect when killed in battle.
Effect Delay: 3
Cooldown: 1000
Conspirators against the Wraith King wonder why he never stays dead.

Notes:

  • Reincarnation cannot be prevented in any way.
  • After the delay, Wraith King gets replaced by a stronger version, with full health and mana and all spells off cooldown.
Wraith King Phase 3
Wraith King
Wraith King icon.png
Jungle Creep
Health 40000
Health regeneration 0
Mana 500
Mana regeneration 5
Armor 60
Magic resistance 75%
Attack damage 700‒800
Acquisition range 600
Attack range 220
Base attack time 1
Attack animation 0.56+0.44
Movement speed 250
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 100
Model scale 0
Notes 100% disable resistance
Abilities:


Strategy

The Wraith King's stats are increased even further, and gains the Healing Ward spell. He will spawn a Wraith Obelisk on the map, which spawns Soul Restorers that restore his health when they reach him.

Wraithfire Blast
Wraithfire Blast icon.png
Affects
Enemies
Wraith King fires a sphere of wraithfire at an enemy unit, dealing damage and stunning the unit.
Cast Animation: 1.05+?
Cooldown: 9
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • Wraithfire Blast travels at a speed of 900, taking 1.11 seconds to reach max distance.
  • Can hit units up to 1100 range away (1000 distance + 100 radius).


Wraithfire Eruption
Does not pierce spell immunity.
W
W
Rocket Flare icon.png
Ability
No Target
Affects
Enemies
Wraith King plunges his sword into the ground summoning up the spirits of the dead that damage and stun any unit in an area round him.
Cast Animation: 2.5+?
Cooldown: 20
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • During the cast time, the area which is going to get hit around Wraith King is marked with a green ring.


Summon Wraiths
E
E
Soul Rip icon.png
Wraith King summons wraiths to surround him and buff his attack speed.
Cast Animation: 0+0
Cooldown: 90

Notes:

  • The Wraiths immediately cast Witch Buff on the Wraith King and never stop.
  • Recasting the spell does not replace the previous summons.


Healing Ward
R
R
Tombstone icon.png
Minor wraiths are summoned to a powerful stone that seek out the Wraith King to give their energy to him.
Cast Animation: ?+?
Cast Range: Global
Spawn Interval: 6
Number of Restorers per Interval: 3
Duration: Permanent
Cooldown: 30

Notes:

  • The Wraith King launches a projectile towards the targeted point, which turns into the summoning ward once reaching the point.
  • Travels at an unknown speed. The projectile travels very quick.
  • Begins spawning Soul Restorers Immediately as the ward is spawned, and then every 6 seconds.
  • The summoned Restorers immediately move to the Wraith King to cast Ghost Heal on him.
Empowering Wraith
Empowering Wraith
Death Prophet icon.png
Summon
Health 1000
Health regeneration 0.25
Armor 3
Magic resistance 33%
Movement speed 340
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 0
Model scale 0
Notes Abilities:


Strategy

8 Empowering Wraiths are spawned around the Wraith King when he uses the Summon Wraiths spell. They will immediately use Witch Buff, which grant him bonus attack speed, movement speed, and damage. The buff stacks, so the Empowering Wraiths should be killed as soon as possible.

Witch Buff
Pierces spell immunity.
Q
Q
Bloodlust icon.png
Affects
Allies
Applies a buff that increases attack damage, movement speed and attack speed. Stacks with multiple instances.
Cast Animation: 0+0
Cast Range: Global
Attack Damage Bonus: 25
Movement Speed Bonus: 10%
Attack Speed Bonus: 10
Cooldown: 10
Modifiers
Buff Witch Buff: Undispellable.

Notes:

  • The buff lasts until the Empowering Wraith dies.
  • Disabling Silencing the Wraith has no effect, as the spell does not require channeling.
  • Multiple instances of Witch Buff fully stack with each other.
Wraith Obelisk
Wraith Obelisk
Undying Tombstone model.png
Ward
Health 2500
Health regeneration 0
Armor 4
Magic resistance 0%
Vision range 1800
Vision type Ground
Bounty 0
Experience 0
Model scale 0
Notes Abilities:


Strategy

The Wraith Obelisk is spawned by the Wraith King, and will spawn 3 Soul Restorers every 6 seconds.

Spell Immunity
Not disabled by Break.
Spell Immunity icon.png
Ability
Passive
Affects
Self
This creature does not feel the effects of most magical spells.
Soul Restorer
Soul Restorer
Fell Spirit model.png
Summon
Health 900
Health regeneration 0.25
Mana 500
Mana regeneration 0
Armor 3
Magic resistance 33%
Attack damage 60‒80
Acquisition range 600
Attack range 128
Base attack time 1.6
Attack animation 0.3+0.3
Movement speed 225
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 1400
Vision type Ground
Bounty 0
Experience 0
Model scale 0
Notes Abilities:


Strategy

Spawned from the Wraith Obelisk, they will head for the Wraith King to restore his health. They will die upon using Ghost Heal.

Ghost Heal
Pierces spell immunity.
Q
Q
Purification icon.png
Affects
Allies / Self
Heals the target for a set amount.
Cast Animation: 0+0
Cast Range: 50
Self Damage: 10000
Heal: 500
Cooldown: 0

Notes:

  • Instantly heals the target and kills the caster when used.