Grimstroke is a ranged intelligence hero specializing as a nuker and offensive support. With an arsenal of punitive and disabling spells, he forces enemies to rethink their actions, or retreat from his overbearing attacks. His long cast range also allows him to harass and zone out opponents while delivering substantial damage from the back line.
Stroke of Fate is a simple, linear nuke that slows enemies in its path, setting them up for follow-up abilities. Phantom's Embrace forces targets to stop and attack the phantom, or suffer heavy damage. Enemies are discouraged from approaching or attacking allies shielded with Ink Swell, as doing so could result in extra damage and a long, area-of-effect stun. Combined, Grimstoke's abilities dish out heavy magical damage, with the potential to quickly decimate two enemy heroes chained together under his ultimate, Soulbind. The capacity to slow, stun, silence, and bind multiple targets makes Grimstroke an extremely potent figure who should never be underestimated in teamfights.
- The ink travels at a speed of 2400.
- The ink takes 0.58 seconds to reach max distance and can hit units up to 1560 range away (travel distance + end radius).
- It takes up to 0.64 seconds and can hit units up to 1685 range away when the general cast range increasing talent is chosen.
- It takes up to 0.83 seconds and can hit units up to 2160 range away when Stroke of Fate's own range increasing talent is chosen.
- It takes up to 0.89 seconds and can hit units up to 2285 range away when both talents are chosen.
- Only the cast range and distance increase from the level 25 talent is displayed. The level 15 talent can further increase the cast range and distance to 2125.
- The level 15 talent alone increases the cast range and distance to 1525.
- The ink trail starts 120 range towards Grimstroke's left side and travels towards the targeted point.
- This means the ink's travel direction is not based on the caster's facing direction, but instead on the angle between the aforementioned points.
- The increasing damage has no cap and counts any unit hit by the ink.
- Plays an initial sound and particles upon start casting, visible and audible to everyone.
- The projectile provides ground vision within its effect radius around it as it travels. This vision does not last.
- Provides 160 radius ground vision at every hit enemy's location and at the end location of the projectile, which lasts for 2 seconds.
- Stroke of Fate first applies the damage, then the debuff.
- The phantom travels at a speed of 750.
- The phantom is attackable as soon as it is launched, so it can be killed before it reaches its target.
- Phantoms have the highest priority for auto-attack behaviors, together with beetles.
- The phantom latches onto the target when it comes within 130 range of it. Once latched, it always stays 130 range in front of the target.
- The phantom instantly dies when its target turns invisible or spell immune, including while the phantom is still traveling towards it.
- When the phantom enters a
while traveling, it freezes and continues traveling once the Chronosphere ends.
- When the phantom enters a Chronosphere while already latched on the target, it immediately starts returning to the caster as if it expired.
- The phantom returns to Grimstroke upon expiring, or when its target dies. It does not return when it gets killed.
- While attached, the phantom silences its target and deals damage to it.
- Deals 3/7/11/15 damage in 0.5-second intervals starting immediately upon reaching the target, resulting in 10 instances.
- Can deal up to 105/220/335/450 damage to each latched enemy, including the final rend damage (before reductions).
- The phantom provides shared vision over the target while flying towards it, and while latched. The vision instantly stops once letting go of the target.
- The phantom itself has a small vision range as well, which it provides while traveling to the target and while latched.
- However, this vision is not applied while the phantom travels back to the caster.
- The phantom cannot be interacted with while it returns to the caster.
- Successive casts on the target fully stack, although all casts share one debuff.
- The damage per second is increased for each stack. All casts share the same damage interval and are summed up into one instance per interval.
- Deals 5/7/9/11 damage in 0.2 second intervals, starting immediately as the buff is placed, resulting in up to 15 instances.
- The tendrils can deal up to 75/105/135/165 damage to a single unit (before reductions).
- The damage and stun upon losing the buff is based on the amount of damage instances the tendrils applied to a single enemy hero.
- This means to reach the maximum damage and stun, at least one enemy hero must be damaged throughout the whole duration of Ink Swell.
- Only counts damage dealt to real heroes, which excludes illusions and creep-heroes, but includes clones.
- The actual amount of damage dealt does not matter, only the amount of damage instances applied.
- The stun duration increases by 0.07/0.13/0.19/0.25 seconds, and the damage by 6.67/13.33/20/26.67 for each instance applied, reaching the maximum after 15 instances.
- When the debuff is lost prematurely, it still applies the area expire damage and stun, based on the damage instances it dealt up to that point.
- However, if the ink swelled unit dies, the area expire damage and stun will not apply.
- The expire damage and stun only apply when there is at least one enemy hero within the area.
- Recasting Ink Swell on the same target refreshes the duration, without resetting the damage instance counter.
- Has a longer cast backswing when cast on self, due to a different animation.
- Ink Swell first applies the damage, then the debuff.
- The targeting reticule must be centered over an enemy unit.
- Only binds the primary target to heroes (excluding illusions, including clones) or creep-heroes. The primary target can be an illusion though.
- The more the chain gets stretched, the slower the affected heroes can walk away from the each other, eventually coming to a full stop. It directly affects their movement speed.
- The chain is considered fully stretched at 550 range, but can be stretched up to 700 range before it breaks.
- In order to stretch it further than 550, forced movement or teleportation must be used.
- The following spells are not able to break the chain: , , , , , , and .
- However, and (targeting an ally) can break the chain if the target hasn't moved after being bound.
- Every other source of forced movement, including spells like and , can break the leash.
- Leashes the target and the ally it is bound to, preventing them from casting certain mobility spells.
- Does not leash the target if it is not bound to an ally.
- If the enemies manage to break the link, the debuff stays active on the primary target still, and immediately links the next enemy hero within the radius to them.
- While linked, every single-target spell cast on one of the hero is also cast on the linked hero, following the same rules as Spell Block, with some exceptions.
- Spells that do not work: , , , , , , .
- The spell cast on the linked hero is sourced to the original spell caster, so that its stats and items are applied to the spell as well.
- Provides shared vision over both targets, revealing their silhouette when invisible, and seeing what they see.
- A hero may be affected by only one bond at a time. Recasting Soulbind on the same target, or on the secondary target refreshes the duration on both of them.
- Casting Soulbind on a third target within range of the already linked two does not link the third hero to any of the other two, until their link expires.
- For a list of unique interactions with other abilities, see Grimstroke's guide page.
- Requires to be unlocked.
- The created illusions are visually distinguishable from the real hero for allies and enemies.
- The illusion spawns 108 range away from the target. It appears either north, east, south or west from them.
- Can be cast on creep-heroes, but since illusions cannot be created of non-hero units, it does nothing but waste mana and cooldown.
|+1 Hits to Kill||20||+600Cast Range|
|+125 Cast Range||15||+12% Spell Amplification|
|+90 Gold/Min||10||+30 Movement Speed|
- Gold granted from the talent is unreliable gold.
- helps Grimstroke stay in lane.
- keeps Grimstroke alive in the early game.
- helps Grimstroke use his nukes more often.
- regenerates mana throughout the game to fuel Stroke of Fate.
- gives attributes for little cost, and can either combine with for more health regeneration, or built into a .
- increase movement speed to get Grimstroke in position.
- restores health and mana for a low price.
- heals allied heroes as Grimstroke ganks with his nukes and disables.
- helps Grimstroke scout out targets for his long ranged abilities.
- gives attributes, as well as more health and mana restoration.
- makes up for Grimstroke's high mana usage. It can also be dissembled into Aether Lens.
- increases Grimstroke's already long cast ranges, and gives him extra mana regeneration. The cast range bonus is significant for Grimstroke as winning teamfights rely on casting all spell combos successfully. The range keeps him safely in the backlines.
- helps Grimstroke's chase down enemies after they have been slowed. It also serves as a good escape for him in a pinch, and the extra mana helps make sure he is never out of mana for fights.
- helps Grimstroke initiate with Ink Swell or Soulbind.
- decreases healing so Grimstroke and allies can take down targets with ease. If used on a Soulbind target it will not duplicate, but affect only the target enemy as normal.
- hex two enemies at once when used with Soulbind. It also prevents opponents from killing the phantom, thus forcing them to take full damage. can
- rooting them for a stun with Ink Swell. It also combines with Soulbind to root two enemies who are leashed by his ult. works well with Grimstroke's slows,
- silence two enemies when used with Soulbind. provides decent mana regeneration and can
- helps Grimstroke land stuns by standing next to the cyclone after Ink Swell ends. It also gives him mana regeneration and move speed.
- allows Grimstroke to escape bad situations, and sneak up on enemies for a stun with Ink Swell. As a 4 or 5 position support, the cost is effective for Grimstroke, allowing him to easily build the item.
- , along with Ink Swell, helps Grimstroke escape. Also, it can upgrade into later for increased damage.
- boosts Grimstroke's magical damage, and helps him with mana management.
- adds burst magical damage and works with Soulbind, damaging two targets at once.
- helps Grimstroke survive with strong dispel and damage reduction so he can keep using abilities in fights.
- stacks with Grimstroke's slows, and increases his intelligence and armor. The attack speed reducing aura hinders enemies trying to get rid of Phantom's Embrace.
- works with Soulbind to amplify magical damage done on two enemies at once, while disarming them so they cannot attack Phantom's Embrace.
|Roles:||Support Nuker Disabler Escape|
|Playstyle:||The peoples of Ashkavor gave their lives for the newly Ascended, one unlike any Ascended before him. Grimstroke's lust for power had tainted the sacred ritual, and the corrupted ink consumed him—along with his kin. The defiled remnant of his former beloved remains at his side, agonizing those caught in this Phantom's Embrace. Shrouded by a shadowy Ink Swell, Grimstroke retaliates with lashing black tendrils, while a Stroke of Fate forms under his brush, darkening the land. Drawing on Ashkavorian rituals of protection, Grimstroke twists the ancient arts to Soulbind foes together, so that the sufferings of one will be felt equally by the other.|
- Grimstroke currently has no equipment.
- Grimstroke's abilities have different names in the game files:
- : Dark Artistry
- : Ink Creature
- : Spirit Walk
- : Soul Chain
- The line ▶️ "More art than science." is a reference to the cartoon Rick and Morty.