Sand King

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Sand King
Sand King icon.png
Strength attribute symbol.png
22 + 2.9
Agility attribute symbol.png
19 + 2.1
Intelligence attribute symbol.png
16 + 1.8
Level Base 1 15 25
Health 200 640 1440 2020
H. regen amp 0% 15.71% 44.71% 65.43%
Mana 75 267 567 783
M. regen amp 0% 32% 82.4% 118.4%
Armor 0 3.17 8.07 11.57
Spell dmg 0% 1.14% 2.94% 4.23%
Att/sec 0.59 0.7 0.87 1
Damage 25‒41 47‒63 87‒103 116‒132
Status res. 0% 3.3% 9.39% 13.74%
Base health regen 1.5
Base mana regen 0.9
Movement speed 295
Turn rate 0.5
Vision range 1800/800
Attack range 150
Projectile speed Instant
Attack animation 0.53+0.47
Base attack time 1.7
Magic resistance 25%
Collision size 24
Legs 6

Crixalis, the Sand King, is a melee strength hero with one of the highest area of effect (AoE) damage outputs in the entire game. All four of his abilities can affect multiple enemy units, and can combo quite well with each other. He is one of the most versatile Heroes in the game as he can push, initiate, support, gank, and even semi-carry if he does well. Late game his effectiveness diminishes as none of his abilities scale, but he can still function to support carries with Burrowstrike and Epicenter's slow. He is also versatile enough to be able to go to any lane with at least moderate success. He works well as a participant in a dual lane or trilane, but can also solo very effectively against melee enemies, since Caustic Finale discourages enemies from approaching the creeps. His main role in the team is to deliver a devastating initiation, delivering both stuns and slows to the enemy team. Crixalis is also very effective at escaping and dodging with two low cost, low cooldown abilities that disjoint projectiles and can escape enemy damage. Burrowstrike allows him to tunnel underground and resurface in a short line, dealing damage and stunning all targets it hits. Sand Storm is used as an escape mechanism and to do AoE damage. Caustic Finale serves as a strong harassing tool against enemy melee heroes or as a followup after he Burrowstrikes a creep wave, allowing him to farm quite effectively. Finally, his ultimate, after a short channeling time, delivers a vast amount of area of effect damage and slow centered around himself which necessitates a safe way to channel the ability like the purchase of a Blink Dagger.


Sand King Crixalis, the Sand King
Play "I will show you fear in a handful of sand…"
Lore: The sands of the Scintillant Waste are alive and sentient--the whole vast desert speaks to itself, thinking thoughts only such a vastness can conceive. But when it needs to find a form to communicate with those of more limited scope, it frees a fragment of itself, and fills a carapace of magic armor formed by the cunning Djinn of Qaldin. This essential identity calls itself Crixalis, meaning 'Soul of the Sand,' but others know it as Sand King. Sand King takes the form of a huge arachnid, inspired by the Scintillant Waste's small but ubiquitous denizens; and this is a true outward expression of his ferocious nature. Guardian, warrior, ambassador--Sand King is all of these things, inseparable from the endless desert that gave him life.
Voice: David Scully (Responses)


Cannot be cast while rooted. Blocked by Linken's Sphere. Does not pierce spell immunity. Play
Burrowstrike icon.png
Enemies / Self
Sand King burrows into the ground and tunnels forward, damaging and stunning enemy units above him as he resurfaces.
Cast Animation: 0+0.53
Cast Range: 350/450/550/650 (Upgradable by Aghanim's Scepter. 700/900/1100/1300)
Max Travel Distance: 350/450/550/650 (Upgradable by Aghanim's Scepter. 700/900/1100/1300)
Spikes Radius: 150
Damage: 85/150/215/280
Stun Duration: 2.17
Cooldown symbol.png 11
Mana symbol.png 110/120/130/140
Upgradable by Aghanim's Scepter. Adds Caustic Finale poison to heroes hit by your Burrowstrike and doubles its cast range. Does not apply Caustic Finale to illusions.
Does not pierce spell immunity. Attempts to damage if already hit enemies turn spell immune before landing.
Blocked by Linken's Sphere. Blocked upon impact by everyone within range of the spikes.
Buff Burrowstrike: Undispellable.
Debuff Impale: Dispellable with strong dispels.
Crixalis often lies in wait, burrowing under the surface to ambush his adversaries.


  • The spikes travel at a speed of 2000 (Upgradable by Aghanim's Scepter. 3000), reaching max range in 0.18/0.23/0.28/0.33 (Upgradable by Aghanim's Scepter. 0.23/0.3/0.37/0.43) seconds.
  • Sand King is moved instantly towards the targeted point once the spikes reach it.
  • Sand King is disabled during the cast backswing of Burrowstrike.
  • When targeting a unit, Sand King chases the target until it is within range and casts Burrowstrike towards its direction.
    • The spikes still do not home in on the target, thus can be evaded. Targeting a unit only determines the direction upon cast.
  • While in the air, other units may pass below hit airborne units.
  • The damage is applied upon landing, not upon getting hit.
  • Can hit units up to 500/600/700/800 (Upgradable by Aghanim's Scepter. 850/1050/1250/1450) range away (max distance + radius).
  • The burrowing and reappearing takes 0.53 seconds from the moment the spell is cast, during which Sand King cannot do anything.
  • The spikes do not travel the full distance when targeting closer than the max distance.

Sand Storm
Does not pierce spell immunity. Play
Sand Storm icon.png
Enemies / Self
Sand King creates a fearsome sandstorm that damages enemy units while hiding him from vision. The invisibility remains for a short duration after the sandstorm ends.
Cast Animation: 0+0
Max Channel Time: 50
Radius: 525
Fade Time: 0
Damage per Second: 40/60/80/100 (Talent 90/110/130/150)
Enemy Miss Chance: 0 (Talent 50%)
Movement Speed Slow: 0 (Talent 50%)
Invisibility Linger Duration: 0.9/1.1/1.3/1.5
Cooldown symbol.png 34/26/18/10
Mana symbol.png 60/50/40/30
Does not pierce spell immunity. Slow and blind persists if debuff was placed before spell immunity.
Buff Sand Storm: Undispellable.
Buff Sand Storm Invis: Undispellable.
Debuff Sand Storm Slow: Undispellable.
Some say Crixalis is a mirage; his carapace appearing then vanishing between the whirling sands of the Scintillant Waste.


  • Unlike other channeling spells, certain items which do not cancel channeling spells (e.g. Shiva's Guard icon.png Shiva's Guard) do cancel Sand Storm.
  • Invisibility and sand cloud are instantly dispelled when Sand King attacks, casts a spell or uses an item.
  • When Sand Storm gets canceled by disables or by a stop, halt, move, attack-move, patrol order, the sand cloud and invisibility remain for 0 seconds.
    • The sand cloud's position updates to Sand King's current position in 0.5 second intervals.
  • The area damage depends on the channeling, and instantly stops when the channeling ends in any way.
  • The movement speed slow and blind granted by the talent are aura-based, and end when the sand cloud disappears. The aura's debuff lingers for 0.5 seconds.
    • This means, after the channeling, the slow and blind effectively linger for a total of 1.4/1.6/1.8/2 seconds.
  • Sand Storm deals 20/30/40/50 (Talent 45/55/65/75) damage in 0.5 second intervals, starting immediately upon cast, resulting in a total of 100 instances.
  • Can deal up to 2000/3000/4000/5000 (Talent 4500/5500/6500/7500) damage to a single unit (before reductions) if it stays in range for the whole duration.

Caustic Finale
Cannot be used by illusions. Disabled by Break. Partially pierces spell immunity. Play
Caustic Finale icon.png
Sand King's attacks inject a venom that causes enemy units to violently explode when its timer expires, or when the unit dies, damaging and slowing nearby enemies. Deals less damage if its timer expires.
Effect Radius: 400
Explosion Damage: 90/130/170/220
Expire Damage: 20/50/80/110
Movement Speed Slow: 30%
Debuff Duration: 6
Slow Duration: 3
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 slow or attempt to damage spell immune enemies.
Debuff Caustic Finale Orb: Undispellable.
Debuff Caustic Finale Slow: Dispellable with any dispel.
An injection from Crixalis makes one brittle and as dry as the arid wastes, subject to implosive demise.


  • Successive attacks on the same target neither stack the debuff, nor do they refresh its duration.
  • Sand King does not have to do the last hit. When a unit dies in any way with the debuff on, it causes the area damage and slow.
  • When the debuff expires without the unit dying, the expire damage and the slow are applied within the radius around it.
  • The explosion first applies the debuff, then the damage.
  • The slow from multiple explosions does not stack, only the duration gets refreshed.

Pierces spell immunity. Play
Epicenter icon.png
After channeling for 2 seconds, Sand King sends a disturbance into the earth, causing it to shudder violently. All enemies caught within range will take damage and become slowed. Each subsequent pulse increases the radius of damage dealt.
Cast Animation: 0+0
Channel Time: 2
Radius per Pulse: 275/325/375/425/475/525/575/650/675/700 (Talent /725/750/775/800)
Number of Pulses: 6/8/10 (Talent 10/12/14)
Damage per Pulse: 110
Move Speed Slow: 30%
Attack Speed Slow: 30 (Talent 80)
Slow Duration: 3
Cooldown symbol.png 120/110/100
Mana symbol.png 150/225/300
Buff Epicenter: Undispellable.
Debuff Epicenter Slow: Dispellable with any dispel.
Many an explorer was lost to the quicksands of the Scintillant Waste.


  • When interrupted during the channeling, the spell does nothing, wasting the cooldown and mana.
  • If the channeling was successful the damage pulses cannot be interrupted anymore, not even by Sand King's death.
  • Sand King can act freely during the damage pulses.
  • The pulse radii are all centered at Sand King's current location, not at the cast location.
  • When Sand King dies after having finished channeling, the pulses still continue from where he died.
  • The pulses happen in 0.5/0.375/0.3 (Talent 0.3/0.25/0.21) second intervals, starting 0.5/0.375/0.3 (Talent 0.3/0.25/0.21) seconds after the channeling finishes.
    • This means it takes 3 seconds for the spell to release all pulses after the initial delay.
  • Can deal up to 660/880/1100 (Talent 1100/1320/1540) damage to a single unit when all pulses hit (before reductions).
  • The slow is applied to enemies on each pulse. Multiple instances of the slow on a unit do not stack, but refresh the duration.
    • Can slow a single unit for up to 6 seconds (total duration of pulses + debuff duration).
  • Each pulse first applies the damage, then the debuff.


Hero Talents
50% Sand Storm icon.png Sand Storm Slow and Blind 25 +35 Health Regen
+4 Epicenter icon.png Epicenter Pulses 20 +10 Armor
-50 Epicenter icon.png Epicenter Attack Slow 15 +50 Sand Storm icon.png Sand Storm DPS
+200 Health 10 +30 Movement Speed
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recommended items[edit]

Starting items:

  • Gauntlets of Strength icon.png Gauntlets of Strength and Circlet icon.png Circlet give Sand King good attribute bonuses, particularly strength, which helps to alleviate his low base strength, giving him more survivability.
  • One each of Tango icon.png Tangos and Healing Salve icon.png Healing Salve provide health regeneration to help you survive the laning stage.
  • At least one Clarity icon.png Clarity is recommended, since Sand King's mana pool is quite small. Even with stat items, he can only cast Burrowstrike twice before running completely out of mana. Being able to cast Burrowstrike multiple times in-lane allows Sand King to be a very aggressive support that increases his team's chances of getting First Blood.
  • As a utility support, Sand King should buy early support items such as the Animal Courier (Radiant) icon.png Animal Courier and Observer Ward icon.png Observer Wards.

Early Game:

  • Magic Stick icon.png Magic Stick is useful on all support heroes, Sand King included. A full-charge Magic Stick allows him to replenish a large fraction of his HP and mana, the mana giving him enough instant burst regen to cast Burrowstrike one more time to escape or ensure a kill.
  • Boots of Speed icon.png Boots of Speed give Sand King the mobility he needs to catch up to enemies and cast Burrowstrike on them. Because Sand King's spells are so reliant on positioning, getting Boots as early as possible can enable him to be more active on the map.
  • Bracer icon.png Bracer provides great all around attributes, especially to Sand King's strength to give him more HP and base damage.

Core Items:

  • Magic Wand icon.png Magic Wand gives Sand King more attributes and the ability to store more charges. The burst mana regen is particularly important since Sand King's mana pool is quite small throughout all stages of the game, so having the mana to cast his spells is extremely important.
  • Arcane Boots icon.png Arcane Boots are built on Sand King both to increase the size of his own mana pool and to allow him to replenish his own and his teammates' mana, a crucial duty for a support. As Epicenter requires copious amounts of mana, Sand King must bolster his mana pool if he is to be able to initiate properly with his ultimate.
  • Blink Dagger icon.png Blink Dagger should be the first core item that Sand King builds, as it greatly extends his reach and mobility, allowing him to initiate with Burrowstrike or Epicenter. Particularly, combined with Burrowstrike, Sand King can instantly jump on and disable an enemy from up to 2000 range away.
  • Town Portal Scroll icon.png Town Portal Scroll is important to carry on all heroes. For Sand King, being able to show up to any engagement and add Blink-Burrowstrike to the mix can be a very powerful asset to have.

Situational Items:

  • Aghanim's Scepter icon.png Aghanim's Scepter greatly increases Sand King's initiation range and significantly augments the lethality of Epicenter. The longer-ranged Burrowstrike allows Sand King to catch significantly more targets with the stun from farther away, especially when combined with Blink Dagger, and applying Caustic Finale to all struck enemy heroes deals significantly more nuke damage without requiring Sand King to attack them. The item also improves Sand King's overall stats, particularly his HP and mana to give him more survivability during an initiation.
  • Veil of Discord icon.png Veil of Discord is a very strong utility item on Sand King, as he can cast it immediately before blinking in with a Burrowstrike-Epicenter-Sandstorm combo.
  • Blade Mail icon.png Blade Mail is a good mid-game item that gives Sand King survivability. The intelligence bonus shores up his mana pool, while the armor and active can give Sand King more survivability in teamfights if the enemy chooses to focus him.
  • Shiva's Guard icon.png Shiva's Guard gives Sand King immense survivability against physical damage, as well as another slow and damage nuke. Using the active alongside Epicenter can drastically slow enemies down, keeping them inside the radius of the ultimate.
  • Black King Bar icon.png Black King Bar can allow Sand King to channel his ultimate without worry of being interrupted by most enemy spells. It can be a handy item to have if you can't rely on making clean initiations, or need to do more in a teamfight without being disabled.
  • Heart of Tarrasque icon.png Heart of Tarrasque greatly increases the size of Sand King's health pool, allowing him to do more in teamfights before falling.
  • Glimmer Cape icon.png Glimmer Cape, while costly in terms of mana, is a very strong initiation and utility item that can improve Sand King's reach. The improved attack speed aids with utilizing Caustic Finale, while the magic resistance improves his survivability against magic nukes. The active, cast on himself, allows Sand King to stealthily approach targets in order to initiate with Blink-Burrowstrike, or allow an ally with initiation spells to do the same; if needed, it can also aid in channeling Epicenter by providing invisibility. It can also be used defensively, giving caught allies an escape window if the enemy has no ready detection.
  • Sentry Ward icon.png Sentry Wards are extremely useful on Sand King, as he is a very strong de-warder despite being a melee hero. Possession of both Blink Dagger and Burrowstrike allows him to blink onto high-ground ward spots, place a Sentry Ward and destroy any Observer Wards he finds, and then Burrowstrike back down to safety.
  • Orb of Venom icon.png Orb of Venom can be a useful utility item that aids Sand King in chasing enemies. Combined with Caustic Finale, Sand King can greatly slow enemies' movement speed.
  • Urn of Shadows icon.png Urn of Shadows is a good utility item, as Sand King has quite low base strength and can benefit from the mana regen. As he is already a very strong ganker, Sand King can easily get the charges he needs for the active, which allows him to heal himself or teammates, or add more damage to any ganks he participates in.
  • Force Staff icon.png Force Staff is extremely strong on Sand King, as it allows him to displace himself even more on top of Blink Dagger and Burrowstrike. It can extend his initiating range to 2600 (3250 with Aghanim's Scepter), or allow him to displace allies and/or enemies in engagements. As well, it provides him with intelligence, giving him a bigger mana pool and gives him a small amount of HP regen as well.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity can be a very strong utility item to build on Sand King. It increases his base movement speed, granting him even more mobility, and gives him more mana and mana regen, allowing him to effectively ignore his mana requirements. The active ability can be used on enemies as an extra disable, or on Sand King himself for temporary invulnerability, such as immediately after a successful Epicenter combo.
  • Pipe of Insight icon.png Pipe of Insight is a good utility item to build. It increases Sand King's resistance to magical nukes, useful due to the manner in which he initiates with Epicenter, and the active can shield himself and teammates from magical damage for a time.
  • Crimson Guard icon.png Crimson Guard can be a useful durability and utility item to purchase on Sand King. As he already has survivability issues due to his low armor and mediocre strength, buffing up his physical survivability can allow him to do more in fights, particularly as he is a melee hero who can take full advantage of the damage block, and the active gives all of his teammates immense resistance to physical damage.
  • Scythe of Vyse icon.png Scythe of Vyse is a very expensive item to build, but gives Sand King many strong benefits. It gives him stats across the board and a self-sustaining mana pool, and the active gives him yet another instant hard-disable that he can use on the enemy.


Roles: Initiator Initiator Disabler Disabler Nuker Nuker Escape Escape Jungler Jungler


Playstyle: Obscured in the harshest of Sand Storms was Crixalis, guardian and ambassador of the Scintillant Waste. A construct of sentient sand, the Sand King traverses the world in a carapace of Djinn's craft. From beneath the shifting dunes he ambushes enemies with Burrowstrike, inflicting a desiccating venom that causes their corpses to erupt in a Caustic Finale. But true destruction was heralded by a beating tail. Within moments, the ground pulsed with violent tremors, and from its moving Epicenter Crixalis pursued scattering foes until the very last fell to their knees. Across bazaars and between towns, the learned repeat a simple truth. Where the Sand King walks, the earth trembles.







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