Rhasta, the Shadow Shaman, is a ranged intelligence hero mostly used 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.
|Rhasta, the Shadow Shaman|
|Play "I am the intermediary between life and death."|
|Role:||Support / Pusher / Disabler / Nuker / Initiator|
|Lore:|| Born in the Bleeding Hills, Rhasta was just a starving youngling when picked up by a travelling con-man. For two pins of copper, the old con-man would tell your fortune. For three, he’d castrate your pig, for five, he’d circumcise your sons. For a good meal, he’d don his shaman garb, read from his ancient books, and lay a curse upon your enemies. His strange new youngling, part hill troll, part…something else, worked as assistant and lent an air of the exotic to the con-man’s trade.|
Always one step ahead of cheated customers, one town ahead of a pursuing patronage, the two trekked across the blighted lands until one day the con-man realized that the little youngling could actually do what he only pretended at. His ward had a gift—a gift that customers valued. And so the youngling Rhasta was thrust before the crowds, and the trade-name Shadow Shaman was born. The two continued from town to town, conjuring for money as Shadow Shaman’s reputation grew. Eventually, the pair’s duplicitous past caught up with them, and they were ambushed by a mob of swindled ex-clients. The con-man was slain, and for the first time, Rhasta used his powers for darkness, massacring the attackers. He buried his beloved master, and now uses his powers to destroy any who would seek to do him harm.
|Voice:||Gary Schwartz (Responses)|
- 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.
- Unlike other cone-shaped spells, this one starts traveling at the edge of the starting radius instead from the center.
- All strikes together can deal up to 140/600/1300/2240 ( 490/1650/3050/4690) 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 until the channeling ends.
- Deals damage in 0.1 second intervals, starting immediately as the channeling begins, resulting in 28/35/43/50 ( 58/65/73/80) damage instances.
- The damage per tick is based on the given total damage divided by its duration and then divided by 10. The talent bonus is ignored.
- This results in 4.364/5.714/6.588/7.2 damage per tick (43.64/57.14/65.88/72 damage per second).
- Therefore, the final damage dealt (before reductions) is 122.18/200/283.29/360 ( 253.09/371.43/480.94/576).
- The wards are always summoned in the same formation.
- 8 wards form a 3x3 square around the targeted point. The center of the square is empty. The square fits in a 64 radius circle.
- The last 2 wards are placed at the top left and right corner of the square, sticking out to the left and the right of it.
- The first 2 extra wards from the talent are placed at the bottom left and right corner of the square, sticking out to the left and right of it.
- The remaining 2 extra wards are palced to the left and right of the 2 wards which stick out at the top to the left and right.
- All wards are placed with a 32 range distance from each other. Together with their collision size, the gap between the wards is 16.
- This means that any unit trapped within the center of the square cannot move out, unless it is phased.
- 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.
- Aghanim's Scepter 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 or units inside the Fog of War. They do target buildings.
- The secondary target is chosen randomly. There are no priorities.
|+350 Ether Shock Damage||25||+1 Mass Serpent Ward Attacks Health|
|+3s Shackles Duration||20||+4 Wards Summoned|
|+35% XP Gain||15||+100 Cast Range|
|+25 Movement Speed||10||+200 Health|
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- Healing Salve and Tangos are generally required when playing safe lane support.
- Clarity 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.
- Iron Branch is good for cheap stats, and can be sold for inventory space or built into a Magic Wand.
- When playing as a support, ensure that the Animal Courier is purchased at the start of the match.
- Magic Stick ensures that Rhasta has burst regen available when needed. 150 mana is enough to cast Hex if it is level 2 or lower, same for Shackles.
- Boots of Speed 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.
- Bracer gives Rhasta some more HP, which is something he needs badly as he is very squishy otherwise.
- Magic Wand 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.
- Arcane Boots increases the size of Shadow Shaman's mana pool and gives him some burst mana regen; Rhasta often casts his spells as a combo, so he tends to run out very quickly if not furnished with a means of mana regen.
- Aghanim's Scepter should generally be considered a core item on a farming Rhasta, but luxury for a support Rhasta. The upgrade it grants Mass Serpent Ward greatly increases the amount of damage they can do, allowing Rhasta to make short work of heroes that have been boxed in or obliterate towers alarmingly quickly.
- As a support, Shadow Shaman should regularly purchase Observer Wards in order to provide map vision for his team.
- Town Portal Scroll is extremely important on all heroes. In Shadow Shaman's case, showing up to teamfights, ganks and counter-ganks to cast his disables can change the tide of battle.
- Refresher Orb allows for two instances of Mass Serpent Wards, which is hugely useful for siege damage and encounters.
- Bloodstone is a very powerful item on Shadow Shaman as it greatly alleviates his mana dependence and gives him more HP for increased survivability. This can allow him to do more in teamfights before running out of mana or dying.
- Shiva's Guard 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.
- Necronomicon is very powerful on Rhasta 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 Rhasta channels.
- If playing as a support, try to purchase the Flying Courier as soon as possible so that your team can benefit from faster item deliveries during the laning stage.
- Bottle is very important to purchase early on as a mid Shadow Shaman. It provides him with HP and mana replenishment, allowing him to profligately cast Ether Shock to farm, push and harass the enemy.
- Soul Ring is a situational purchase but can help a support Shadow Shaman to maintain his mana pool more efficiently. Having an extra 150 mana on demand can go a long way towards having enough to cast a full round of disables.
- Urn of Shadows 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.
- Tranquil Boots are a situational alternative to Arcane Boots as a support Shadow Shaman. Not only are they cheaper, but they provide additional armor for survivability and increased movement speed for positioning for casting disables on the enemy. The passive HP regen also helps ensure that Shadow Shaman is at full health at the beginning of fights.
- Medallion of Courage 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 Solar Crest to augment its bonuses even more.
- Ghost Scepter 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.
- Glimmer Cape is a strong utility item that benefits Shadow Shaman in many aspects. It can be used to help with initiation by allowing Rhasta 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.
- Blink Dagger 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.
- Force Staff 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.
- Aether Lens 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 Rhasta to disable enemies from farther away, making him a much bigger threat in ganks and fights.
- Eul's Scepter of Divinity 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.
- Rod of Atos 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 slow enemies from a great distance, adding yet another disable to his repertoire.
- Scythe of Vyse 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 Rhasta's innate spell, giving him the ability to hard-disable a single target for up to 12 seconds.
- Octarine Core 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.
- 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".