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Magic Wand
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A simple wand used to channel magic energies, it is favored by apprentice wizards and great warlocks alike. | ||||||||||||||||||||||||||||||
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The Magic Wand is an item purchasable at the Main Shop, under Common.
Additional information
- One Magic Wand grants a total of {{#show:Magic Wand|?active health#}} health, {{#show:Magic Wand|?active health regeneration flat#}} health regeneration, {{#show:Magic Wand|?active armor#}} armor, {{#show:Magic Wand|?active attack speed#}} attack speed, {{#show:Magic Wand|?active mana#}} mana, {{#show:Magic Wand|?active mana regeneration flat#}} mana regeneration, {{#show:Magic Wand|?active spell damage#}}% spell damage and {{#show:Magic Wand|?bonus strength#}} attack damage.
Ability
Energy Charge
Ability
No Target
No Target
Affects
Self
Self
Instantly restores {{#show:#Energy Charge|?value4#}} health and mana per charge stored.
Max {{#show:#Energy Charge|?value3#}} charges. Gains a charge whenever a visible enemy within {{#show:#Energy Charge|?value1#}} range uses an ability.
Max {{#show:#Energy Charge|?value3#}} charges. Gains a charge whenever a visible enemy within {{#show:#Energy Charge|?value1#}} range uses an ability.
- Interrupts the user's channeling spells upon cast.
- Gains {{#show:#Energy Charge|?value2#}} charge whenever a visible enemy unit, including neutral creeps, uses an ability within the radius.
- Does not gain charges from toggle abilities, active attack modifiers and the abilities listed here.
- Passively triggered spells (e.g. Quill Spray, Borrowed Time, Multicast, Reincarnation) do not add charges.
- When an enemy casts a spell out of the invisibility from the Invisibility Rune, Shadow Walk, Sand Storm, Moonlight Shadow, Nature's Guise or Spin Web, it does not give a charge.
- Can restore up to Expression error: Unrecognized punctuation character "{". health and mana when having the maximum amount of charges.
- Shares cooldown with Magic Stick.
- When having multiple Magic Wands or Magic Sticks in the inventory, the oldest one gains charges first. If it is full, the second oldest one starts to gain charges.
- Upon upgrading a Magic Stick into a Magic Wand, all its current charges are carried over.
Recommended heroes
- Fragile support heroes who purchased a Magic Stick in the early game will usually upgrade it to a Magic Wand.
- Roaming gankers who provoke a lot of nearby spellcasting gain a lot of early charges, quickly filling up the Magic Wand.
- Heroes with a higher than average Armor or Magic Resistance benefit more than most from a reusable burst heal.
- Medusa is a notably strong Magic Wand user, as her mana can be used as effective HP, and if she runs out of mana, Magic Wand can be used to restore enough mana to cast Mystic Snake, gaining further mana.
Tips
- Magic Wand allows you to get a quick burst of healing in dire situations, or to use one last ability in a fight. Even during the midgame, when the boost is less noticeable, a Magic Wand can still save your life if you are in danger.
- The Magic Wand makes an excellent item against heroes that spam abilities while in the lane, as the charges can help to mitigate damage you take, or to cast more of your own abilities. It is very versatile, and never a bad item to have.
- In addition, the Iron Branches needed to build the Magic Wand are common to buy early on in the game, giving a suitable route of making a cost effective build, and emptying up the inventory space without having to sell items.
Gallery
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de:Magic Wand