Shadow Fiend


Abilities

Shadowraze (Near)
Does not pierce spell immunity. Play
Q
Z
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Animation: 0.55+0
Distance: 200
Radius: 250
Damage: 100/175/250/325 (Talent 250/325/400/475)
Cooldown symbol.png 10
Mana symbol.png 70
Nevermore`s trademark for harvesting souls.

Notes:

  • Modified values:
  • Mana cost: 90 -> 70
  • All three Shadowraze spells are always on the same level. Leveling one of them automatically levels the others as well.
  • Shadowraze (Near) blasts a 250 radius area 200 range in front of Nevermore upon cast.
    • This means that it can hit units up to 50 range behind Shadow Fiend, and up to 450 range in front of him.


Shadowraze (Medium)
Does not pierce spell immunity. Play
W
X
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Animation: 0.55+0
Distance: 450
Radius: 250
Damage: 100/175/250/325 (Talent 250/325/400/475)
Cooldown symbol.png 10
Mana symbol.png 70
Nevermore`s trademark for harvesting souls.

Notes:

  • Modified values:
  • Mana cost: 90 -> 70
  • Shadowraze (Medium) blasts a 200 radius area 450 range in front of Nevermore upon cast.
    • This means that it can hit units from 200 to 700 range in front of Shadow Fiend.


Shadowraze (Far)
Does not pierce spell immunity. Play
E
C
Ability
No Target
Affects
Enemies
Damage
Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Cast Animation: 0.55+0
Distance: 700
Radius: 250
Damage: 100/175/250/325 (Talent 250/325/400/475)
Cooldown symbol.png 10
Mana symbol.png 70
Nevermore`s trademark for harvesting souls.

Notes:

  • Modified values:
  • Mana cost: 90 -> 70
  • Shadowraze (Far) blasts a 250 radius area 700 range in front of Nevermore upon cast.
    • This means that it can hit units from 450 to 950 range in front of Shadow Fiend.


Necromastery
Partially usable by illusions. Disabled by Break. Pierces spell immunity.
D
N
Ability
Passive
Affects
Self
Shadow Fiend steals the soul from units he kills, gaining bonus damage. If the killed unit is a hero, he gains 12 souls. On death, he releases half of them from bondage.
Max Souls: 18/24/30/36 (Upgradable by Aghanim`s Scepter. 22/30/38/46)
Attack Damage Bonus per Soul: 2 (Talent 4)
Upgradable by Aghanim`s Scepter. Increases max souls.
Disabled by Break. Prevents gaining new stacks. Already existing stacks still provide bonus attack damage.
Partially usable by illusions. Illusions start with 0 souls. Illusions can gather souls for themselves, but cannot make use of the raw bonus damage.
Modifiers
Buff Necromastery: Undispellable.
Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection.

Notes:

  • Changed values: None.
  • Since none of the enemies count as heroes, Shadow Fiend can only get one soul per kill.
  • Despite the visual effects, Shadow Fiend instantly gains the soul and thus the damage of killed units.
  • The number of current souls is visible on the status buff icon.
  • If Shadow Fiend has an odd number of souls upon death, the number of lost souls is rounded down.
    • This means that he never can lose all his souls. He still keeps 1 soul, even when dying while only having 1 soul.
  • The more souls Shadow Fiend has, the more red particles fly around his chest area.
  • The maximum possible amount of souls with each level of Necromastery provides 36/48/60/72 (Upgradable by Aghanim`s Scepter. 44/60/76/92) bonus damage.
    • With the respective level 20 talent skilled, this damage gets increased up to 72/96/120/144 (Upgradable by Aghanim`s Scepter. 88/120/152/184).


Presence of the Dark Lord
Can be used by illusions. Disabled by Break. Pierces spell immunity.
F
P
Ability
Aura
Affects
Enemies
Shadow Fiend`s presence reduces the armor of nearby enemies.
Radius: 900
Armor Reduction: 3/4/5/6
Modifiers
Debuff Presence: Undispellable.
Even being near Nevermore eats away at one`s soul.

Notes:

  • Changed values: None.
  • Has no effect on enemies that have no vision of Shadow Fiend, thus, it shows no debuff icon on them either.


Requiem of Souls
Not disabled by Break. Pierces spell immunity. Play
R
R
Ability
No Target
Affects
Enemies
(Upgradable by Aghanim`s Scepter.Self)
Damage
Magical
Shadow Fiend gathers his captured souls to releaseAnnounce them as lines of demonic energy. Units near Shadow Fiend when the souls are released can be damaged by several lines of energy. Any unit damaged by Requiem of Souls will have its movement speed and attack damage reduced. Lines of energy are created for every 2 souls captured through Necromastery. Requiem of Souls is automatically cast whenever Shadow Fiend dies, regardless of its cooldown.
Cast Animation: 1.67+0.77
Damage Lines Travel Distance: 1000
Damage Lines Starting Width: 125
Damage Lines End Width: 425
Damage per Line: 80/120/160
Damage per Line on Return: 0 (Upgradable by Aghanim`s Scepter. 32/48/64)
Heal per Line on Return: 0 (Upgradable by Aghanim`s Scepter. 32/48/64)
Move Speed Slow: 25%
Attack Damage Reduction: 50%
Debuff Duration: 5
Cooldown symbol.png 120/110/100
Mana symbol.png 150/175/200
Upgradable by Aghanim`s Scepter. Increases Necromastery Max Souls and causes Requiem of Souls to return back to Shadow Fiend. The wave back to Shadow Fiend deals less damage, but heals Shadow Fiend for all the damage it dealt.
Not disabled by Break. The passive cast upon death is not disabled by Break.
Modifiers
Buff Requiem Invis Break: Undispellable.
Debuff Requiem: Dispellable with any dispel.
The captured souls of those past slain are released to ravage their former allies.

Notes:

  • Changed values: None.
  • The damaging lines travel at a speed of 700, taking 1.43 seconds to reach the max distance.
  • Shadow Fiend is phased while casting this ability.
  • The damage is entirely based on the amount of souls gathered with Necromastery. Each 2 souls create 1 damaging line.
  • If an odd number of souls are gathered, the number gets rounded down to the next even number.
  • The area of every single damaging line is shaped like a cone.
  • Damaging lines can hit units up to 1425 range away (travel distance + end width).
  • The distance between the damaging lines is always even. One line is always released towards east and the others adapt accordingly.
    • So the distance between the lines on each amount of lines is:
    2 lines: 180₰, 3 lines: 120₰, 4 lines: 90₰, 5 lines: 72₰, 6 lines: 60₰, 7 lines: 51.43₰, 8 lines: 45₰, 9 lines: 40₰, 10 lines: 36₰,
    11 lines: 32.73₰, 12 lines: 30₰, 13 lines: 27.69₰, 14 lines: 25.71₰, 15 lines: 24₰, 16 lines: 22.5₰, 17 lines: 21.18₰, 18 lines: 20₰
    (Upgradable by Aghanim`s Scepter. 19 lines: 18.95₰, 20 lines: 18₰, 21 lines: 17.14₰, 22 lines: 16.36₰, 23 lines: 15.65₰)
  • Only reduces base damage and that given by the primary attribute of affected units. Raw bonus damage is not reduced.
  • Can deal up to 1440/2160/2880 (Upgradable by Aghanim`s Scepter. 1840/2760/3680) damage to a single unit (before reductions), if all lines hit.
  • Upon death, Requiem of Souls is cast automatically and instantly, regardless of mana and cooldown.
    • Shadow Fiend first loses 50% of his souls before this happens. So this passive requiem can only have 9 (Upgradable by Aghanim`s Scepter. 11) lines at max.
    • If Shadow Fiend had 1 soul left upon death, it still releases 1 line, despite requiring at least 2 souls when normally cast.
  • Since none of the enemies count as heroes, the heal is never applied.


Info

Shadow Fiend
Strength attribute symbol.png
15 + 2.3
Agility primary attribute symbol.png
20 + 2.9
Intelligence attribute symbol.png
18 + 2
Level Base 1 15 25
Health “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 200 500 1140 1600
H. Regen “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 0.25 1.15 3.08 4.46
Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 75 273 581 801
M. Regen Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 0.01 0.73 1.85 2.65
Damage 15‒21 35‒41 75‒81 104‒110
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 dota2 -2 0.86 6.66 10.8
Spell Dmg   Spell damage   Spell damage sources     Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage dota2 0% 1.29% 3.29% 4.71%
Att / Sec The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack dota2 0.58 0.7 0.94 1.11
Movement Speed 315
Turn Rate Turn rate is the speed at which a unit can turn. When moving to a location, a unit first turns to face that location, then begins walking. Similarly, when targeting another unit with an attack 1.0
Vision Range 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 dota2 1100/800
Attack Range Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by 500
Projectile Speed 1200
Attack Animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a 0.5+0.54
Base Attack Time 1.7
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 25%
Collision Size 24
Legs 0


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 dota2
+150 Shadowraze Damage 25 +150 Attack Range
+2 Damage per Necromastery Soul 20 15% Lifesteal
+175 Health 15 +6% Spell Amplification
+20 Attack Speed 10 +15 Movement Speed
Notes:
  • Replaced talents: None.
  • Upgrading health increases maximum health capacity and keeps the current health percentage.