Abilities
Ability
Target Unit
Target Unit
Affects
Enemies
Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of
Physical
Physical
Casts a poisonous spell on an enemy unit, gradually slowing movement, and causing damage over time.
Cast Animation: 0.3+0.57
Move Speed Slow Duration: 3/3/3/2
Stun Duration: 0/0/0/1
Damage Duration: 7
Slow does not persist and does not stun, but deals damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Poison Touch: Dispellable with any dispel.
Stunned: Dispellable with strong dispels.
One of the few Dezun rites used for offensive purposes, the paralytic enchantment often proves useful.
Notes:
- Modified values: None.
- Poison Touch`s projectile travels at a speed of 1300 and can be disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is .
- Places a debuff on the target which lasts for 10.3 seconds. Depending on the skill level, different effects occur while the debuff is on:
- Level 1: 33% slow A Slow is a type of status effect that reduces the afflicted units Movement Speed by a percentage, and/or Attack Speed by a flat value of their current speeds. Contents 1 Mechanics 1.1 Slowing movement for 3 seconds, 14 damage per second for 7 seconds.
- Level 2: 33% slow for 2 seconds, 66% slow for 1 second, 20 damage per second for 7 seconds.
- Level 3: 33% slow for 1 second, 66% slow for 1 second, 100% slow for 1 second 26 damage per second for 7 seconds.
- Level 4: 33% slow for 1 second, 66% slow for 1 second, stun Stun is a status effect that prevents active actions like moving, turning, using spells or items, but does not prevent passive abilities, such as evasion and Damage Block. Stuns also interrupt spell casts, channeling spells for 1 second, 36 damage per second for 7 seconds.
- There is a 0.3 second delay between before the stun is applied/damage starts ticking, so that the slow of the second instance lasts 0.3 seconds longer.
- Deals damage in 1 second intervals, starting 3.3 seconds after the debuff is placed, resulting in 8 damage instances.
- This means that it starts dealing damage right as the 3rd instance of slow or stun expire.
- Can deal up to 112/160/208/288 ( 312/360/408/488) damage to the target ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- Multiple instances of Poison Touch fully stack with each other. Only the stun debuff gets shared.
Affects
Allied Heroes
Allied Heroes
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection.
Notes:
- Modified values: None.
- Prevents the target`s health from dropping below 1 for its duration. No damage can kill it for its duration, not even self-inflicted damage.
- The target is kept alive with the Pre-Heal mechanic, which prevents the heroes` health from dropping below 1 without directly reducing incoming damage.
- It does not prevent the target from suiciding with Bloodstone See the in-game item. For the Beta memorial gems, see Bloodstone of the Ancestor, Bloodstone of the Precursor, and Bloodstone of the Founder. Item Changelogs Bloodstone The Bloodstone s either.
- Protects from all damage types and from @@@#@@@HP(hp.com)###@### Removal Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 .
- When upgraded, Shallow Grave turns into a ground-targeted ability, meaning it does not need to be centered on an ally to cast.
- Therefore, targeting an empty area is possible as well, wasting the mana and cooldown.
- Graves all heroes (including illusions and clones) and creep-heroes within the area.
- Does not grave invulnerable or hidden units within the area.
Ability
Target Unit
Target Unit
Affects
Allies / Enemies
Allies / Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of
Physical
Physical
Sends out a bolt of power that arcs between allies, healing them while damaging any units standing nearby. Dazzle is always healed by Shadow Wave.
Cast Animation: 0.3+0.57
Damage Radius: 185
Bounce Distance: 475
Number of Bounces: 3/4/5/6
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of : 80/100/120/140 ( 140/160/180/200)
While it is a simplistic and routine rite among Shadow Priests, the Shadow Wave is also the most critical for success.
Notes:
- Modified values: None.
- Shadow Wave has no bounce delay, so all targets are healed at the same time.
- Priority order: Hurt allied heroes > hurt allied non-hero units (includes illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They ) > allied heroes > non-hero units.
- Regardless of the target, Dazzle is always healed without counting towards the number of bounces, effectively healing 4/5/6/7 units.
- The damage radius is centered around each healed unit. An enemy unit can get damaged by all healed units per cast.
- Can deal up to 320/500/720/980 ( 560/800/1080/1400) damage to a single unit ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
Ability
Target Area
Target Area
Applies a buff that increases the armor of allied heroes while decreasing the armor of enemy heroes in the target area over time.
Notes:
- Modified values: None.
- Places a buff on allies and a debuff on enemies in the target area upon cast, so leaving or entering the area afterwards has no effect.
- Places the buff/debuff on invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear and invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing allies and enemies, but not on hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. ones.
- Increases allies` armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor and decreases enemies` armor by 0.75/1.0/1.25 in 1 second intervals, starting 1 second after the buff or debuff is placed.
- Increases or decreases armor by up to 18/24/30.
- Successive casts of Weave fully stack. Each cast places its own buff or debuff on the units, working fully independently from each other.
- Fully affects illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They and creep-heroes.
- Provides 575 radius ground vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a at the targeted point for 3 seconds.
Info
Hero stats changes: Day vision range reduced from 1800 to 1100. No other changes.
Videos
Talents
Hero Talents Main Table of Gained Bonuses The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between | ||
+60 Shadow Wave Heal | 25 | -6s Poison Touch Cooldown |
+25 Poison Touch DPS | 20 | +25 Movement Speed |
+60 Damage | 15 | +100 Cast Range |
+125 Health | 10 | +10 Intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 |
Notes:
- Replaced talents: None.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- The Shadow Wave talent also affects its area damage, not only its heal value.