Rhasta, the Shadow Shaman, is a ranged intelligence hero mostly played as a pusher and disabler, wielding abilities that make pushing lanes more efficient. When his abilities are used in intelligent combos, he has one of the longest disables in game. He is also capable of disabling multiple enemy heroes, allowing him to initiate encounters as well. Though very supportive in nature, until the late game Rhasta is capable of killing lone enemy heroes with the use of his entire skill set; meaning he is more difficult to gank than most other supports. Playing Rhasta well requires good knowledge of target priority and timing; and some minor micromanagement. His peak is mid-game, but he can continue to wreak havoc on enemies all throughout the match.
- Can hit units up to 1000 range away (starting radius + distance + end radius).
- The complete area is shaped like a cone in front of Shadow Shaman.
- The area starts in front of Shadow Shaman, and not at the primary target's position.
- Targets within the cone area are not chosen randomly. It chooses the closest valid targets to the primary target within the cone.
- All strikes together can deal up to 140/600/1300/2240 ( 460/1560/2900/4480) damage (before reductions).
- Applies a hex on the target, setting its base movement speed to 100, silencing, muting, and disarming it.
- Since hex changes base movement speed and does not actually apply a slow, all speed effects are calculated using the 100 base speed.
- Hex instantly destroys illusions.
- Shadow Shaman's hex transforms the target into a chicken.
- Provides True Sight over the target, but only when the target was not invisible or within a fade time upon cast.
- Deals damage in 0.1 second intervals, starting immediately as the channeling begins, resulting in 28/35/43/50 ( 48/55/63/70) damage instances.
- The damage per tick is based on the total damage divided by its default duration of 2.75/3.5/4.25/5, and then divided by 10. The duration bonus from the talent is ignored.
- This results in 2.182/4.571/6.118/7.2 ( 5.818/7.429/8.471/9.2) damage per tick (21.82/45.71/61.18/72 ( 58.18/74.29/84.71/92) damage per second).
- Therefore, the final damage dealt (before reductions) is 61.09/160/263.06/360 ( 162.91/260/364.24/460).
- With the duration increasing talent, the final damage is 104.73/251.43/385.41/504 ( 279.27/408.57/533.65/644).
- Unlike other targeted spells, the caster vision of Shackles lasts for the entire channel duration (even if it gets canceled), instead of just 2 seconds.
- Places a Serpent Ward on every 36th degree of a 150 radius circle, resulting in 10 wards forming a ring
- The wards form a perfect barrier, so that enemies inside cannot move out, unless they have phased movement.
- Destroying one ward is enough to allow units to walk in and out of the ring of wards.
- The wards' facing angle is set equal to Shadow Shaman's facing angle upon cast.
- Serpent Wards automatically attack enemies within their attack range, using default auto-attack rules.
- It is possible to manually give the wards an attack target by just right-clicking an enemy in range.
- It is also possible to stop the wards from attacking by ordering them to stop (only works when the auto-attack option is turned off).
- Serpent Wards have a lower target priority than other units and heroes, so they are attacked by towers and creeps last.
- The serpent wards attack damage is not reduced by Damage Block.
causes the wards to perform instant attacks on one enemy whenever they launch an attack projectile.
- This means the extra projectile is released at the same time together with the main attack.
- Therefore, it does not matter whether the primary attack misses or not, the extra projectile is still released.
- The extra projectile travels at the same speed as the primary projectile, and can be disjointed like regular attacks.
- Unlike most other instant attacks, the ones from the Serpent Wards do not proc any on-hit effects.
- However, they are affected by armor type and evasion.
- The extra attack does not target wards, invisible units, attack immune units, or units inside the Fog of War. They do target buildings.
- The secondary target is chosen randomly. There are no priorities.
|-4sCooldown||15||+100 Cast Range|
|+100Total Damage||10||+175 Health|
- Level 10 left talent: +10% spell damage amplification reduced to +8%.
- Level 10 right talent: +200 health reduced to +175.
- Level 15 left talent: -5s cooldown reduced to -4s.
- Level 15 right talent: +125 cast range reduced to +100.
- Level 20 right talent: +2.5s duration reduced to +2s.
- Level 25 left talent: +40 attack damage reduced to +32.
- Level 25 right talent: +400 attack damage reduced to +320.
- regenerates health to Shadow Shaman so he can stay in lane.
- restores health to Shadow Shaman or his carry.
- is essential in ensuring that you have mana to cast your disables in the laning stage. Being able to get off both of your disables in a gank go a long way towards ensuring successful kills.
- is good for cheap stats, and can be sold for inventory space or built into a Magic Wand.
- provides map vision for his team.
- ensures that Shadow Shaman has burst regen available when needed. 150 mana is enough to cast Hex if it is level 2 or lower, same for Shackles.
- are important in allowing Shadow Shaman to close the gap with a target and disable them. Acquiring Boots before your opponents can often make the difference between getting a kill.
- has all the benefits of Magic Stick, as well as more stats and a higher amount of burst regen. It is important no matter whether Shadow Shaman is played as a core or support.
- increases the size of Shadow Shaman's mana pool and gives him some burst mana regen; Shadow Shaman often casts his spells as a combo, so he tends to run out very quickly if not furnished with a means of mana regen.
- should be considered a core item on Shadow Shaman, no matter what role he is played in. Blink Dagger allows Shadow Shaman to instantly jump on top of a gank target and disable them with Hex, preventing them from reacting during ganks. It should be rushed as quickly as possible as a core, and given priority to obtain as a support.
- should generally be considered a core item on a farming Shadow Shaman, but luxury for a support Shadow Shaman. The upgrade it grants Mass Serpent Ward greatly increases the amount of damage they can do, allowing Shadow Shaman to make short work of heroes that have been boxed in or obliterate towers alarmingly quickly.
- allows for two instances of Mass Serpent Wards, which is hugely useful for siege damage and encounters.
- can be useful on a ganking Shadow Shaman over a Bracer. It gives him the same amount of strength, making him less squishy, and the mana regen helps to maintain his mana pool. As he is a very strong ganker, Shadow Shaman can roam and get charges easily, using them for additional Pure damage in later ganks or to keep himself and his teammates at full HP for more pushing potential.
- are a situational alternative to Arcane Boots as a support Shadow Shaman. Not only are they cheaper, but they provide increased movement speed for positioning for casting disables on the enemy. The passive health regeneration also helps ensure that Shadow Shaman is at full health at the beginning of fights.
- is a very useful item, as Mass Serpent Wards deal physical damage. Placing the armor debuff on an enemy after boxing them in with the wards will make short work out of almost any hero. As well, the active can be used on teammates to give them more armor, or on Roshan to make taking the Aegis easier. It can also be upgraded into a to augment its bonuses even more.
- is useful to purchase on squishy casters like Shadow Shaman. Giving himself invulnerability to physical damage can buy time if the enemy attempts to focus down Shadow Shaman with physical attacks, allowing him to retaliate with his disables and nukes.
- is a strong utility item that benefits Shadow Shaman in many aspects. It can be used to help with initiation by allowing Shadow Shaman to approach enemies invisibly, and allows him to protect teammates that are caught out of position by casting invisibility on them. The invisibility also allows Shadow Shaman to protect himself while channeling Shackles on an enemy, reducing the chances of being disabled by unit-targeted spells.
- is an inferior but potent substitute for Blink Dagger. The extra intelligence gives Shadow Shaman more mana, and the active can be used on enemies and allies, not just on Shadow Shaman himself. Purchased as a supplement to Blink Dagger, it can also be used to break Linken's Sphere on a particularly slippery enemy player, or on Roshan prior to casting other disables.
- is extremely powerful in Shadow Shaman's hands, and can be easily obtained through disassembling Arcane Boots. Besides granting some mana regen, the cast range increase allows Shadow Shaman to disable enemies from farther away, making him a much bigger threat in ganks and fights.
- is a powerful item on Shadow Shaman. The item itself grants Shadow Shaman more mobility, rectifying his poor base movement speed, and gives him more intelligence as well as powerful scaling mana regen to fuel his costly and spammable spells. Most importantly, however, the active can be used to instantly disable an enemy from range and then place Mass Serpent Wards on top of them, easily boxing them in.
- is a good utility item to purchase. It gives Shadow Shaman more intelligence, allowing him to cast spells more often, and the additional HP makes him less squishy. The long range on the active also allows Shadow Shaman to root enemies from a great distance, adding yet another disable to his repertoire.
- is a very powerful late-game item to purchase. On top of the extra stats, much larger mana pool, and scaling mana regen, the instant Hex can serve as a complement to Shadow Shaman's innate spell, giving him the ability to hard-disable a single target for up to 12 seconds.
- gives Shadow Shaman many strong benefits. It gives him more HP and mana, and reduces the cooldowns on all of his abilities, making him a much bigger threat with his spammable nukes and disables. The spell lifesteal allows him to maintain his HP through Shackles and Ether Shock, particularly the latter which can deal tremendous amounts of magical damage to grouped enemies. If the increased shackle duration talent is taken, shadow shaman can achieve permanent shackles, preventing any retaliation from solo heroes or allowing allies as much time as they need to get in position.
- gives Shadow Shaman a much larger mana pool, as well as armor for survivability. The active can be used to slow enemies down on top of his other disables, further contributing to his teamfight potential.
- is very powerful on Shadow Shaman as he can use the warriors either to help his Mass Serpent Wards during pushes, add more firepower to a teamfight, or focus down a Shackle victim while Shadow Shaman channels.
|Roles:||Support Pusher Disabler Nuker Initiator|
|Playstyle:||Much to the surprise of the travelling con-man, his newly adopted assistant could actually perform his tricks with real magic. Rhasta, the young half-troll, dazzled audiences with the lights of Ether Shock, among other things. But their duplicitous deeds soon caught up with them. An angry mob descended on the pair, killing the old master. Rhasta had no choice but to adapt his show tricks for darker purposes. He Hexes one foe, transforming him into a chicken, while locking down another with magical Shackles—but not before conjuring up a Mass Serpent Ward. Spitting fire in every direction, the Shadow Shaman's charmed snakes make short work of his disabled enemies.|
- The name Rhasta is based on the Rastafarians, a follower of a religious movement in Jamaica known as Rastafari. In DotA, his hero model and dialogue had a strong Jamaican influence and style. But in Dota 2, his theme and style have undertaken a more Native American influence, mostly evident in his attire and accent.
- Rhasta is also a Persian name and word that means "truth" or "path".