Abilities
871 hero & item abilities with tooltips and per-level values.
A0E3
Fire Panda
A0PT
A29X

A2R1
A308
A309
A32B
A32C
A32D
A32E
A32F
A32G
A32H
A32K
A32M
A340
A353
A38Q
A38R
A38S
A38U
A38V
A38Y
A395
A396
A397
A399
A39A
A39B
A39C
A39E
A39G
A39H
A39K
A39T
A3AG
A3AH
A3AI
A3AJ
A3AK
A3AN
A3AP
A3AR
A3AS
A3AT
A3AU
A3AY
A3B3
A3BK
A3BP
A3CP
A3CR
A3E8
A3FA
A3FM
A3FN
A3IE
A3J6
A3J7
A3KM
A3LB
A3LG
A3LH
A3NZ
A3O2
A3O3
A3O6
A3OB
A3SG
A3TP
A3U0
A3U9
A4FI
A4GB
A9OB

Releases potent acid around a target area, dampening it with toxins and causing enemies who tread upon it to take 15 smashing damage per second and have their armor reduced by 4 as long as they remain. Acid lasts 16 seconds. Cooldown: 22","Releases potent acid around a target area, dampening it with toxins and causing enemies who tread upon it to take 20 smashing damage per second and have their armor reduced by 5 as long as they remain. Acid lasts 16 seconds. Cooldown: 22","Releases potent acid around a target area, dampening it with toxins and causing enemies who tread upon it to take 25 smashing damage per second and have their armor reduced by 6 as long as they remain. Acid lasts 16 seconds. Cooldown: 22","Releases potent acid around a target area, dampening it with toxins and causing enemies who tread upon it to take 30 smashing damage per second and have their armor reduced by 7 as long as they remain. Acid lasts 16 seconds. Cooldown: 22

As the tides ebb and flow, so does Morphling's Adaptive Strike. Target being magically damaged, stunned, and knocked back, to an extent being determined by the ratio of strength to agility. Damage scales from 100 + 0.25x to 0.5x Agility. Minimum stun is 0.25 seconds with maximum of 1.25 seconds. 50% more agility than strength deals the maximum of the damage and the minimum of the stun and knockback, and visa versa for strength to agility. Cooldown: 10","As the tides ebb and flow, so does Morphling's Adaptive Strike. Target being magically damaged, stunned, and knocked back, to an extent being determined by the ratio of strength to agility. Damage scales from 100 + 0.25x to 1x Agility. Minimum stun is 0.25 seconds with maximum of 2.25 seconds. 50% more agility than strength deals the maximum of the damage and the minimum of the stun and knockback, and visa versa for strength to agility. Cooldown: 10","As the tides ebb and flow, so does Morphling's Adaptive Strike. Target being magically damaged, stunned, and knocked back, to an extent being determined by the ratio of strength to agility. Damage scales from 100 + 0.25x to 1.5x Agility. Minimum stun is 0.25 seconds with maximum of 3.25 seconds. 50% more agility than strength deals the maximum of the damage and the minimum of the stun and knockback, and visa versa for strength to agility. Cooldown: 10","As the tides ebb and flow, so does Morphling's Adaptive Strike. Target being magically damaged, stunned, and knocked back, to an extent being determined by the ratio of strength to agility. Damage scales from 100 + 0.25x to 2x Agility. Minimum stun is 0.25 seconds with maximum of 4.25 seconds. 50% more agility than strength deals the maximum of the damage and the minimum of the stun and knockback, and visa versa for strength to agility. Cooldown: 10

Aeat
Whenever Raigor casts a spell, it deals 50 magical damage and stuns for .6 seconds in 300 AoE around him.","Whenever Raigor casts a spell, it deals 75 magical damage and stuns for .9 seconds in 300 AoE around him.","Whenever Raigor casts a spell, it deals 100 magical damage and stuns for 1.2 seconds in 300 AoE around him.","Whenever Raigor casts a spell, it deals 125 magical damage and stuns for 1.5 seconds in 300 AoE around him.
Aghanims Spell Book
magicAIa3

AIa6

AIad
AId0

AId4
AId5

AIh1
AIi3

AIi6
AIl1

AIl2
AIlz

AIm1

AIms
AImz
AIs3

AIs6
AIsx
AIt6
AIt9
AItc
AItf

AIv1

AIx2

AIx5
Amplifies damage by reducing the target's armor by 10. This curse also provides True Sight and vision of the target. Lasts 25 seconds. Cooldown: 5","Amplifies damage by reducing the target's armor by 15. This curse also provides True Sight and vision of the target. Lasts 25 seconds. Cooldown: 5","Amplifies damage by reducing the target's armor by 20. This curse also provides True Sight and vision of the target. Lasts 25 seconds. Cooldown: 5
The Tauren Chieftan sends forth his guardian ancestor to bring ruin upon his foes. While seperate from the Chieftan, the spirit will deal 60 magical damage to any unit it passes through. When it rejoins the Chieftan, it grants him 3 (10 for heroes) bonus attack damage and 1% (5 for heroes) movement speed for each enemy it has struck. Buff lasts 7 seconds. Cooldown: 16","The Tauren Chieftan sends forth his guardian ancestor to bring ruin upon his foes. While seperate from the Chieftan, the spirit will deal 90 magical damage to any unit it passes through. When it rejoins the Chieftan, it grants him 7 (20 for heroes) bonus attack damage and 1% (5 for heroes) movement speed for each enemy it has struck. Buff lasts 9 seconds. Cooldown: 16","The Tauren Chieftan sends forth his guardian ancestor to bring ruin upon his foes. While seperate from the Chieftan, the spirit will deal 120 magical damage to any unit it passes through. When it rejoins the Chieftan, it grants him 11 (30 for heroes) bonus attack damage and 1% (5 for heroes) movement speed for each enemy it has struck. Buff lasts 11 seconds. Cooldown: 16","The Tauren Chieftan sends forth his guardian ancestor to bring ruin upon his foes. While seperate from the Chieftan, the spirit will deal 150 magical damage to any unit it passes through. When it rejoins the Chieftan, it grants him 15 (40 for heroes) bonus attack damage and 1% (5 for heroes) movement speed for each enemy it has struck. Buff lasts 13 seconds. Cooldown: 16
Leviathan swings his mighty anchor with a vengeance. Deals 75 physical damage to nearby enemy units and reduces their base attack damage by 45% for 6 seconds. Cooldown: 7","Leviathan swings his mighty anchor with a vengeance. Deals 125 physical damage to nearby enemy units and reduces their base attack damage by 50% for 6 seconds. Cooldown: 6","Leviathan swings his mighty anchor with a vengeance. Deals 175 physical damage to nearby enemy units and reduces their base attack damage by 55% for 6 seconds. Cooldown: 5","Leviathan swings his mighty anchor with a vengeance. Deals 225 physical damage to nearby enemy units and reduces their base attack damage by 60% for 6 seconds. Cooldown: 4
Ancient Jangoo
Dragonus draws a mystical rune on the enemy that amplifies all spell damage against them by 30% and snuffs out their ability to cast spells for 3 seconds. Cooldown: 14","Dragonus draws a mystical rune on the enemy that amplifies all spell damage against them by 35% and snuffs out their ability to cast spells for 4 seconds. Cooldown: 14","Dragonus draws a mystical rune on the enemy that amplifies all spell damage against them by 40% and snuffs out their ability to cast spells for 5 seconds. Cooldown: 14","Dragonus draws a mystical rune on the enemy that amplifies all spell damage against them by 45% and snuffs out their ability to cast spells for 6 seconds. Cooldown: 14

Annihilator Stun
stun
Aphotic Shield
Lord of AvernusCreates a shield that absorbs 110 damage. It releases the absorbed damage as magical damage to an area around it. Removes most negative buffs on cast. Lasts 15 seconds. Cooldown: 14","Creates a shield that absorbs 140 damage. It releases the absorbed damage as magical damage to an area around it. Removes most negative buffs on cast. Lasts 15 seconds. Cooldown: 12","Creates a shield that absorbs 170 damage. It releases the absorbed damage as magical damage to an area around it. Removes most negative buffs on cast. Lasts 15 seconds. Cooldown: 10","Creates a shield that absorbs 200 damage. It releases the absorbed damage as magical damage to an area around it. Removes most negative buffs on cast. Lasts 15 seconds. Cooldown: 8

Creates an arc of lightning that hits up to 5 enemy units, dealing 85 magical damage to each. Cooldown: 1.75","Creates an arc of lightning that hits up to 7 enemy units, dealing 100 magical damage to each. Cooldown: 1.75","Creates an arc of lightning that hits up to 9 enemy units, dealing 115 magical damage to each. Cooldown: 1.75","Creates an arc of lightning that hits up to 15 enemy units, dealing 145 magical damage to each. Cooldown: 1.75
The Sky Mage fires off a bolt of Arcane energy to harm his adversaries. Deals 60 magical damage plus an additional 1.6x the Sky Mage's intelligence and grants 325 vision around the projectile. Cooldown: 5","The Sky Mage fires off a bolt of Arcane energy to harm his adversaries. Deals 80 magical damage plus an additional 1.6x the Sky Mage's intelligence and grants 325 vision around the projectile. Cooldown: 4","The Sky Mage fires off a bolt of Arcane energy to harm his adversaries. Deals 100 magical damage plus an additional 1.6x the Sky Mage's intelligence and grants 325 vision around the projectile. Cooldown: 3","The Sky Mage fires off a bolt of Arcane energy to harm his adversaries. Deals 120 magical damage plus an additional 1.6x the Sky Mage's intelligence and grants 325 vision around the projectile. Cooldown: 2

Arcane Boots Speed Bonus

Deals bonus pure damage equal to 6% of Harbingers currently remaining mana. Deals 100 bonus pure damage to illusions and summoned units. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Deals bonus pure damage equal to 7% of Harbingers currently remaining mana. Deals 200 bonus pure damage to illusions and summoned units. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Deals bonus pure damage equal to 8% of Harbingers currently remaining mana. Deals 300 bonus pure damage to illusions and summoned units. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Deals bonus pure damage equal to 9% of Harbingers currently remaining mana. Deals 400 bonus pure damage to illusions and summoned units. Cooldown: 0 Orb effects do not stack Buff placers do not stack
Arcane Ring
Imbues you with a deathly chill, causing you to gain 700 attack range and flying movement for 6 seconds. Your attacks place an arctic burn on enemies that slows them by 25% and burns 8% of their current health away per second for 5 seconds. Damage type magical. Cooldown: 50","Imbues you with a deathly chill, causing you to gain 800 attack range and flying movement for 6 seconds. Your attacks place an arctic burn on enemies that slows them by 30% and burns 8% of their current health away per second for 5 seconds. Damage type magical. Cooldown: 40","Imbues you with a deathly chill, causing you to gain 900 attack range and flying movement for 6 seconds. Your attacks place an arctic burn on enemies that slows them by 35% and burns 8% of their current health away per second for 5 seconds. Damage type magical. Cooldown: 30","Imbues you with a deathly chill, causing you to gain 1000 attack range and flying movement for 6 seconds. Your attacks place an arctic burn on enemies that slows them by 40% and burns 8% of their current health away per second for 5 seconds. Damage type magical. Cooldown: 20
Arel

After taking time to draw a bead, deals 320 magical damage to the target and stunning it for 0.01 seconds. 3000 cast range. Cast Time: 2 Cooldown: 20 Scepter Upgradeable: Reduces cast time to 0.5 and increases stun duration to 1.5.","After taking time to draw a bead, deals 485 magical damage to the target and stunning it for 0.01 seconds. 3000 cast range. Cast Time: 2 Cooldown: 15 Scepter Upgradeable: Reduces cast time to 0.5 and increases stun duration to 1.5.","After taking time to draw a bead, deals 650 magical damage to the target and stunning it for 0.01 seconds. 3000 cast range. Cast Time: 2 Cooldown: 10 Scepter Upgradeable: Reduces cast time to 0.5 and increases stun duration to 1.5.
Assault Cuirass
Teleports the target hero to an Astral Prison. The hero remains separated from the real world for 1 second. If cast on enemy, Harbinger absorbs 4 Intelligence. Intelligence is restored in 50 seconds. Cooldown: 18","Teleports the target hero to an Astral Prison. The hero remains separated from the real world for 2 seconds. If cast on enemy, Harbinger absorbs 7 Intelligence. Intelligence is restored in 50 seconds. Cooldown: 16","Teleports the target hero to an Astral Prison. The hero remains separated from the real world for 3 seconds. If cast on enemy, Harbinger absorbs 10 Intelligence. Intelligence is restored in 50 seconds. Cooldown: 14","Teleports the target hero to an Astral Prison. The hero remains separated from the real world for 4 seconds. If cast on enemy, Harbinger absorbs 13 Intelligence. Intelligence is restored in 50 seconds. Cooldown: 12
Weakens enemy units' attacks by 10% in a 900 AOE. If an enemy unit dies under this aura, you gain 5 bonus damage for 30 seconds. 30 for heroes.","Weakens enemy units' attacks by 20% in a 900 AOE. If an enemy unit dies under this aura, you gain 5 bonus damage for 35 seconds. 30 for heroes.","Weakens enemy units' attacks by 30% in a 900 AOE. If an enemy unit dies under this aura, you gain 5 bonus damage for 40 seconds. 30 for heroes.","Weakens enemy units' attacks by 40% in a 900 AOE. If an enemy unit dies under this aura, you gain 5 bonus damage for 45 seconds. 30 for heroes.
Attribute Bonus
Admiral
Bombards an area with rocks, stunning and dealing 100 magical damage. A unit tossed in the air gets hit by more rocks. Cooldown: 17","Bombards an area with rocks, stunning and dealing 180 magical damage. A unit tossed in the air gets hit by more rocks. Cooldown: 17","Bombards an area with rocks, stunning and dealing 260 magical damage. A unit tossed in the air gets hit by more rocks. Cooldown: 17","Bombards an area with rocks, stunning and dealing 300 magical damage. A unit tossed in the air gets hit by more rocks. Cooldown: 17
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Axe Aghanim Effect

Whenever the Stealth Assassin attacks from behind he gets bonus smashing damage on his target equal to .5x his agility.","Whenever the Stealth Assassin attacks from behind he gets bonus smashing damage on his target equal to .75x his agility.","Whenever the Stealth Assassin attacks from behind he gets bonus smashing damage on his target equal to 1x his agility.","Whenever the Stealth Assassin attacks from behind he gets bonus smashing damage on his target equal to 1.25x his agility.
Backtrack
Faceless VoidWhenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks. 10% chance to Backtrack.","Whenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks. 15% chance to Backtrack.","Whenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks. 20% chance to Backtrack.","Whenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks. 25% chance to Backtrack.
Balanar Aghanim Effect
Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or reaches his target. While in this form, he deals magical damage to units in radius 125, based on how far his electrical form has traversed. Damage increases by 8 for every 100 units travelled. Travel speed is 1250 per second. Requires 20 + 7.5% of max mana points to be casted. Takes away 12 + 0.7% max mana per every 100 units travelled. While balling, Storm able to attack, use items and cast spells. Lightning form has 400 flying vision and destroy trees on it's way.","Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or reaches his target. While in this form, he deals magical damage to units in radius 200, based on how far his electrical form has traversed. Damage increases by 12 for every 100 units travelled. Travel speed is 1875 per second. Requires 20 + 7.5% of max mana points to be casted. Takes away 12 + 0.7% max mana per every 100 units travelled. While balling, Storm able to attack, use items and cast spells. Lightning form has 400 flying vision and destroy trees on it's way.","Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or reaches his target. While in this form, he deals magical damage to units in radius 275, based on how far his electrical form has traversed. Damage increases by 16 for every 100 units travelled. Travel speed is 2500 per second. Requires 20 + 7.5% of max mana points to be casted. Takes away 12 + 0.7% max mana per every 100 units travelled. While balling, Storm able to attack, use items and cast spells. Lightning form has 400 flying vision and destroy trees on it's way.

Bane Elemental
Gives a 10% chance that an attack will do 60 bonus physical damage and stun an opponent for 1 second.","Gives a 15% chance that an attack will do 80 bonus physical damage and stun an opponent for 1 second.","Gives a 20% chance that an attack will do 100 bonus physical damage and stun an opponent for 1 second.","Gives a 25% chance that an attack will do 120 bonus physical damage and stun an opponent for 1 second.

Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random target within 275 range of him, dealing 20 magical damage and ministunning per 0.7 second interval. Lasts 10.5 seconds. Cooldown: 32","Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random target within 275 range of him, dealing 40 magical damage and ministunning per 0.7 second interval. Lasts 10.5 seconds. Cooldown: 28","Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random target within 275 range of him, dealing 60 magical damage and ministunning per 0.7 second interval. Lasts 10.5 seconds. Cooldown: 24","Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random target within 275 range of him, dealing 80 magical damage and ministunning per 0.7 second interval. Lasts 10.5 seconds. Cooldown: 20

Afflicts a target unit with a consuming killing hunger. The target will take 16 magical damage per second until it kills a unit. Gives a 12% stacking movement bonus per affected enemy. Slows the target by 12%. Lasts 10 seconds. Cooldown: 20","Afflicts a target unit with a consuming killing hunger. The target will take 24 magical damage per second until it kills a unit. Gives a 12% stacking movement bonus per affected enemy. Slows the target by 12%. Lasts 10 seconds. Cooldown: 15","Afflicts a target unit with a consuming killing hunger. The target will take 32 magical damage per second until it kills a unit. Gives a 12% stacking movement bonus per affected enemy. Slows the target by 12%. Lasts 10 seconds. Cooldown: 10","Afflicts a target unit with a consuming killing hunger. The target will take 40 magical damage per second until it kills a unit. Gives a 12% stacking movement bonus per affected enemy. Slows the target by 12%. Lasts 10 seconds. Cooldown: 5

Jah'rakal unconsciously uses dormant magic to awaken the savagery of every warrior on the battlefield. Greatly increases attack speed by 60 for 5 seconds. Cooldown: 30","Jah'rakal unconsciously uses dormant magic to awaken the savagery of every warrior on the battlefield. Greatly increases attack speed by 120 for 5 seconds. Cooldown: 30","Jah'rakal unconsciously uses dormant magic to awaken the savagery of every warrior on the battlefield. Greatly increases attack speed by 180 for 5 seconds. Cooldown: 30
Beastmaster Aghanim Effect

Berserk

Transforms Jah'rakal into a powerful melee attacker with bonus damage and a 10% chance to deal 20 bonus damage and stun for 0.8 seconds with every attack. Melee Troll has 10 more movespeed. Manta Style description doesn't update on form switch but acts accordingly to current form on cast.","Transforms Jah'rakal into a powerful melee attacker with bonus damage and a 10% chance to deal 30 bonus damage and stun for 1.2 seconds with every attack. Melee Troll has 20 more movespeed. Manta Style description doesn't update on form switch but acts accordingly to current form on cast.","Transforms Jah'rakal into a powerful melee attacker with bonus damage and a 10% chance to deal 40 bonus damage and stun for 1.6 seconds with every attack. Melee Troll has 30 more movespeed. Manta Style description doesn't update on form switch but acts accordingly to current form on cast.","Transforms Jah'rakal into a powerful melee attacker with bonus damage and a 10% chance to deal 50 bonus damage and stun for 2 seconds with every attack. Melee Troll has 40 more movespeed. Manta Style description doesn't update on form switch but acts accordingly to current form on cast.
Huskar feels each of his wounds and channels the pain, increasing magic resistance by 3% and attack speed by 14 for each 7% missing health. First bonus starts at full health.","Huskar feels each of his wounds and channels the pain, increasing magic resistance by 4% and attack speed by 16 for each 7% missing health. First bonus starts at full health.","Huskar feels each of his wounds and channels the pain, increasing magic resistance by 5% and attack speed by 18 for each 7% missing health. First bonus starts at full health.","Huskar feels each of his wounds and channels the pain, increasing magic resistance by 6% and attack speed by 20 for each 7% missing health. First bonus starts at full health.
Berserker's Call
AxeFocuses all of the aggression in the area on himself, causing all enemies within 300 range to attack him. He gains 40 bonus armor during the ordeal. Lasts 2.0 seconds. Cooldown: 16","Focuses all of the aggression in the area on himself, causing all enemies within 300 range to attack him. He gains 40 bonus armor during the ordeal. Lasts 2.4 seconds. Cooldown: 14","Focuses all of the aggression in the area on himself, causing all enemies within 300 range to attack him. He gains 40 bonus armor during the ordeal. Lasts 2.8 seconds. Cooldown: 12","Focuses all of the aggression in the area on himself, causing all enemies within 300 range to attack him. He gains 40 bonus armor during the ordeal. Lasts 3.2 seconds. Cooldown: 10
BIGHAND1New
BIGHAND2New

Summons a powerful black hole that deals 55 magical damage per second. Sucks nearby opponents closer. Lasts 4 seconds. Channeling Cooldown: 200 Scepter Upgradeable: Adds Midnight Pulse damage.","Summons a powerful black hole that deals 110 magical damage per second. Sucks nearby opponents closer. Lasts 4 seconds. Channeling Cooldown: 180 Scepter Upgradeable: Adds Midnight Pulse damage.","Summons a powerful black hole that deals 165 magical damage per second. Sucks nearby opponents closer. Lasts 4 seconds. Channeling Cooldown: 160 Scepter Upgradeable: Adds Midnight Pulse damage.
Blade Dance
JuggernautYurnero's cunning blade gives him a 20% chance to deal double damage with every attack.","Yurnero's cunning blade gives him a 25% chance to deal double damage with every attack.","Yurnero's cunning blade gives him a 30% chance to deal double damage with every attack.","Yurnero's cunning blade gives him a 35% chance to deal double damage with every attack.

Creates a whirlwind of destruction around Yurnero. Grants magic immunity and deals 80 magical damage per second to nearby enemy units. Lasts 5 seconds. Cooldown: 42","Creates a whirlwind of destruction around Yurnero. Grants magic immunity and deals 105 magical damage per second to nearby enemy units. Lasts 5 seconds. Cooldown: 34","Creates a whirlwind of destruction around Yurnero. Grants magic immunity and deals 130 magical damage per second to nearby enemy units. Lasts 5 seconds. Cooldown: 22","Creates a whirlwind of destruction around Yurnero. Grants magic immunity and deals 155 magical damage per second to nearby enemy units. Lasts 5 seconds. Cooldown: 18

Blade of the Reaper
Blademail use

Blight Placement

Teleports a short distance, up to 975 units away, allowing you to move in and out of combat. Cooldown: 12","Teleports a short distance, up to 1000 units away, allowing you to move in and out of combat. Cooldown: 9","Teleports a short distance, up to 1075 units away, allowing you to move in and out of combat. Cooldown: 7","Teleports a short distance, up to 1150 units away, allowing you to move in and out of combat. Cooldown: 5

Teleports a short distance, allowing you to move in and out of combat. 1300 Range. Cooldown: 15","Teleports a short distance, allowing you to move in and out of combat. 1300 Range. Cooldown: 12","Teleports a short distance, allowing you to move in and out of combat. 1300 Range. Cooldown: 9","Teleports a short distance, allowing you to move in and out of combat. 1300 Range. Cooldown: 6

Blink (Item Version)
blinkTeleports near a target unit and attacks it, dealing 40 bonus damage. Up to 4 charges. Takes 35 seconds to restore 1 charge. Cooldown: 0","Teleports near a target unit and attacks it, dealing 70 bonus damage. Up to 5 charges. Takes 35 seconds to restore 1 charge. Cooldown: 0","Teleports near a target unit and attacks it, dealing 100 bonus damage. Up to 6 charges. Takes 35 seconds to restore 1 charge. Cooldown: 0

Bloodseeker baptizes an area in sacred blood. After 3 seconds the ritual completes, causing any enemies caught in the area to take 120 pure damage and become silenced for 3 seconds. Cooldown: 29","Bloodseeker baptizes an area in sacred blood. After 3 seconds the ritual completes, causing any enemies caught in the area to take 160 pure damage and become silenced for 4 seconds. Cooldown: 26","Bloodseeker baptizes an area in sacred blood. After 3 seconds the ritual completes, causing any enemies caught in the area to take 200 pure damage and become silenced for 5 seconds. Cooldown: 23","Bloodseeker baptizes an area in sacred blood. After 3 seconds the ritual completes, causing any enemies caught in the area to take 240 pure damage and become silenced for 6 seconds. Cooldown: 20

Increases a friendly unit's attack speed by 30 and movement speed by 10%. Lasts 30 seconds. Cooldown: 20","Increases a friendly unit's attack speed by 40 and movement speed by 12%. Lasts 30 seconds. Cooldown: 20","Increases a friendly unit's attack speed by 50 and movement speed by 14%. Lasts 30 seconds. Cooldown: 20","Increases a friendly unit's attack speed by 60 and movement speed by 16%. Lasts 30 seconds. Cooldown: 20
Drives a unit into a bloodthirsty rage during which a unit deals, and takes, increased by 19% damage. Heroes affected by Bloodrage will be healed for 19% of the max health of any units they kill. Heroes affected by Bloodrage when killed will heal 19% of their max health to their killer. Lasts 9 seconds. Cooldown: 12","Drives a unit into a bloodthirsty rage during which a unit deals, and takes, increased by 30% damage. Heroes affected by Bloodrage will be healed for 21% of the max health of any units they kill. Heroes affected by Bloodrage when killed will heal 21% of their max health to their killer. Lasts 10 seconds. Cooldown: 10","Drives a unit into a bloodthirsty rage during which a unit deals, and takes, increased by35% damage. Heroes affected by Bloodrage will be healed for 23% of the max health of any units they kill. Heroes affected by Bloodrage when killed will heal 23% of their max health to their killer. Lasts 11 seconds. Cooldown: 8","Drives a unit into a bloodthirsty rage during which a unit deals, and takes, increased by 40% damage. Heroes affected by Bloodrage will be healed for 25% of the max health of any units they kill. Heroes affected by Bloodrage when killed will heal 25% of their max health to their killer. Lasts 12 seconds. Cooldown: 6
Bloodstone Target Use
Blur
Phantom AssassinThe Phantom Assassin becomes hard to see by blurring her body and disappearing from the minimap when no enemy heroes nearby. Gains 20% evasion.","The Phantom Assassin becomes hard to see by blurring her body and disappearing from the minimap when no enemy heroes nearby. Gains 30% evasion.","The Phantom Assassin becomes hard to see by blurring her body and disappearing from the minimap when no enemy heroes nearby. Gains 40% evasion.","The Phantom Assassin becomes hard to see by blurring her body and disappearing from the minimap when no enemy heroes nearby. Gains 50% evasion.

Boots of Travel spell (fixed)
magic
Borrowed Time
Lord of AvernusOn activation, removes most negative buffs and you will gain hp instead of losing hp for any damage you take in the next 4 seconds. If not in cooldown, automatically casts whenever your hitpoints drop below 400 hp. Cooldown: 60 Scepter Upgradeable: Increases duration and absorbs damage taken by nearby allied heroes.","On activation, removes most negative buffs and you will gain hp instead of losing hp for any damage you take in the next 5 seconds. If not in cooldown, automatically casts whenever your hitpoints drop below 400 hp. Cooldown: 50 Scepter Upgradeable: Increases duration and absorbs damage taken by nearby allied heroes.","On activation, removes most negative buffs and you will gain hp instead of losing hp for any damage you take in the next 6 seconds. If not in cooldown, automatically casts whenever your hitpoints drop below 400 hp. Cooldown: 40 Scepter Upgradeable: Increases duration and absorbs damage taken by nearby allied heroes.

Bottle Empty

Bottle Regen
Bottle Rune
Kaolin slams an ally, enemy, or Rock with his mighty stone, knocking them away from him, and damaging enemies the slammed target collides with. Slammed Rocks travel farther than fleshy targets and also stuns impacted enemies for 0.5 seconds. Deals 50 magical damage. Unit can travel up to 500 distance, stone - up to 2000. If Earth Spirit targets an area, he will smash the nearest Rock in a 200 radius in the way spell was desired to fire. If unit target selected Earth Spirit will have to get closer to it. Cooldown: 22","Kaolin slams an ally, enemy, or Rock with his mighty stone, knocking them away from him, and damaging enemies the slammed target collides with. Slammed Rocks travel farther than fleshy targets and also stuns impacted enemies for 1.0 second. Deals 100 magical damage. Unit can travel up to 600 distance, stone - up to 2000. If Earth Spirit targets an area, he will smash the nearest Rock in a 200 radius in the way spell was desired to fire. If unit target selected Earth Spirit will have to get closer to it. Cooldown: 18","Kaolin slams an ally, enemy, or Rock with his mighty stone, knocking them away from him, and damaging enemies the slammed target collides with. Slammed Rocks travel farther than fleshy targets and also stuns impacted enemies for 1.5 seconds. Deals 150 magical damage. Unit can travel up to 700 distance, stone - up to 2000. If Earth Spirit targets an area, he will smash the nearest Rock in a 200 radius in the way spell was desired to fire. If unit target selected Earth Spirit will have to get closer to it. Cooldown: 14","Kaolin slams an ally, enemy, or Rock with his mighty stone, knocking them away from him, and damaging enemies the slammed target collides with. Slammed Rocks travel farther than fleshy targets and also stuns impacted enemies for 2.0 seconds. Deals 200 magical damage. Unit can travel up to 800 distance, stone - up to 2000. If Earth Spirit targets an area, he will smash the nearest Rock in a 200 radius in the way spell was desired to fire. If unit target selected Earth Spirit will have to get closer to it. Cooldown: 10

Instantly absorbs 90 hit points from an enemy unit. Deals pure damage. Cooldown: 14","Instantly absorbs 160 hit points from an enemy unit. Deals pure damage. Cooldown: 14","Instantly absorbs 230 hit points from an enemy unit. Deals pure damage. Cooldown: 14","Instantly absorbs 300 hit points from an enemy unit. Deals pure damage. Cooldown: 14

Breathes fire at enemy units, dealing 90 magical damage. Burned enemies loses 20% of their base damage they deal for 11 seconds. Cooldown: 12","Breathes fire at enemy units, dealing 170 magical damage. Burned enemies loses 25% of their base damage they deal for 11 seconds. Cooldown: 12","Breathes fire at enemy units, dealing 240 magical damage. Burned enemies loses 30% of their base damage they deal for 11 seconds. Cooldown: 12","Breathes fire at enemy units, dealing 300 magical damage. Burned enemies loses 35% of their base damage they deal for 11 seconds. Cooldown: 12

Gives 1.0 bonus mana regeneration to all allied units. Gives you twice the regeneration.","Gives 1.5 bonus mana regeneration to all allied units. Gives you twice the regeneration.","Gives 2.0 bonus mana regeneration to all allied units. Gives you twice the regeneration.","Gives 2.5 bonus mana regeneration to all allied units. Gives you twice the regeneration.

Bristleback
BristlebackCovers Rigwarl's back in spines, reducing all damage taken on his rear by 16% and all damage taken on his sides by 8%. Automatically releases a quill spray whenever his rear receives 230 damage. Does not reduce damage from structures.","Covers Rigwarl's back in spines, reducing all damage taken on his rear by 24% and all damage taken on his sides by 12%. Automatically releases a quill spray whenever his rear receives 230 damage. Does not reduce damage from structures.","Covers Rigwarl's back in spines, reducing all damage taken on his rear by 32% and all damage taken on his sides by 16%. Automatically releases a quill spray whenever his rear receives 230 damage. Does not reduce damage from structures.","Covers Rigwarl's back in spines, reducing all damage taken on his rear by 40% and all damage taken on his sides by 20%. Automatically releases a quill spray whenever his rear receives 230 damage. Does not reduce damage from structures.

Build Tiny Great Hall

Build Tiny Scout Tower
Using his own life force to set them aflame, the Sacred Warrior can cause his own spears to deal stackable damage over time as they impact the foe. Deals 5 magical damage per second. Stacks indefinitely. Lasts 8 seconds. Cooldown: 0 Healthcost: 15","Using his own life force to set them aflame, the Sacred Warrior can cause his own spears to deal stackable damage over time as they impact the foe. Deals 10 magical damage per second. Stacks indefinitely. Lasts 8 seconds. Cooldown: 0 Healthcost: 15","Using his own life force to set them aflame, the Sacred Warrior can cause his own spears to deal stackable damage over time as they impact the foe. Deals 15 magical damage per second. Stacks indefinitely. Lasts 8 seconds. Cooldown: 0 Healthcost: 15","Using his own life force to set them aflame, the Sacred Warrior can cause his own spears to deal stackable damage over time as they impact the foe. Deals 20 magical damage per second. Stacks indefinitely. Lasts 8 seconds. Cooldown: 0 Healthcost: 15

The Sand King burrows into the ground and tunnels forward, impaling all on the surface. Deals 100 magical damage and stuns for 1.65 seconds per target with a maximum range of 400. Cooldown: 11 Manacost: 110 Scepter Upgradeable: Increases burrowstrike range and reduces cooldown ","The Sand King burrows into the ground and tunnels forward, impaling all on the surface. Deals 160 magical damage per target and stuns for 1.65 seconds with a maximum range of 500. Cooldown: 11 Manacost: 120 Scepter Upgradeable: Increases burrowstrike range and reduces cooldown. ","The Sand King burrows into the ground and tunnels forward, impaling all on the surface. Deals 220 magical damage per target and stuns for 1.65 seconds with a maximum range of 600. Cooldown: 11 Manacost: 130 Scepter Upgradeable: Increases burrowstrike range and reduces cooldown ","The Sand King burrows into the ground and tunnels forward, impaling all on the surface. Deals 280 magical damage per target and stuns for 1.65 seconds with a maximum range of 700. Cooldown: 11 Manacost: 140 Scepter Upgradeable: Increases burrowstrike range and reduces cooldown
Butcher Aghanim Effect
The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds dealing 220 magical damage and 30% slow, followed by the second missile at 4 seconds dealing 100 magical damage and 50% slow. Has no effect on magic immune enemies. Cooldown: 55 Scepter Upgradeable: Global cast range and increased damage.","The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds dealing 285 magical damage and 30% slow, followed by the second missile at 4 seconds dealing 150 magical damage and 50% slow. Has no effect on magic immune enemies. Cooldown: 50 Scepter Upgradeable: Global cast range and increased damage.","The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds dealing 350 magical damage and 30% slow, followed by the second missile at 4 seconds dealing 200 magical damage and 50% slow. Has no effect on magic immune enemies. Cooldown: 45 Scepter Upgradeable: Global cast range and increased damage.

Calls upon the aid of a Scout Hawk (40 HP, 250 MS, 700/600 vision). 60 second duration. Cooldown: 40","Calls upon the aid of a Hawk (60 HP, 275 MS, 900/700 vision). 60 second duration. Cooldown: 40","Calls upon the aid of a Greater Hawk (80 HP, 300 MS, 1100/800 vision, Invisibility). 60 second duration. Cooldown: 40","Calls upon the aid of a Legendary Hawk (100 HP, 325 MS, 1300/900 vision, Invisibility). 60 second duration. Cooldown: 40

Sends a horde of bats to deal 75 magical damage to each enemy unit in a cone. Cooldown: 8","Sends a horde of bats to deal 150 magical damage to each enemy unit in a cone. Cooldown: 8","Sends a horde of bats to deal 225 magical damage to each enemy unit in a cone. Cooldown: 8","Sends a horde of bats to deal 300 magical damage to each enemy unit in a cone. Cooldown: 8

Sand King's attacks inject a venom that causes enemy units to explode violently upon death or after a period of time, spreading area damage and slowing nearby enemies by 25% for 3 seconds. Damage reduced to 50% if unit stayed alive for duration. 90 base magical damage.","Sand King's attacks inject a venom that causes enemy units to explode violently upon death or after a period of time, spreading area damage and slowing nearby enemies by 25% for 3 seconds. Damage reduced to 50% if unit stayed alive for duration. 130 base magical damage.","Sand King's attacks inject a venom that causes enemy units to explode violently upon death or after a period of time, spreading area damage and slowing nearby enemies by 25% for 3 seconds. Damage reduced to 50% if unit stayed alive for duration. 170 base magical damage.","Sand King's attacks inject a venom that causes enemy units to explode violently upon death or after a period of time, spreading area damage and slowing nearby enemies by 25% for 3 seconds. Damage reduced to 50% if unit stayed alive for duration. 220 base magical damage.

Summons a chain of Frost that bounces 10 times against enemy units, dealing 280 magical damage to each. Cooldown: 145 Scepter Upgradeable: Increases damage, cast range and removes bounce limit.","Summons a chain of Frost that bounces 10 times against enemy units, dealing 370 magical damage to each. Cooldown: 115 Scepter Upgradeable: Increases damage, cast range and removes bounce limit.","Summons a chain of Frost that bounces 10 times against enemy units, dealing 460 magical damage to each. Cooldown: 60 Scepter Upgradeable: Increases damage, cast range and removes bounce limit.

Creates a surge of chakras in a friendly unit, restoring 75 mana. Places a buff on unit, which will reduce next spell's unit casts cooldown by 2 second. Buff lasts 15 seconds. Cooldown: 19","Creates a surge of chakras in a friendly unit, restoring 150 mana. Places a buff on unit, which will reduce next spell's unit casts cooldown by 3 second. Buff lasts 15 seconds. Cooldown: 18","Creates a surge of chakras in a friendly unit, restoring 225 mana. Places a buff on unit, which will reduce next spell's unit casts cooldown by 4 second. Buff lasts 15 seconds. Cooldown: 17","Creates a surge of chakras in a friendly unit, restoring 300 mana. Places a buff on unit, which will reduce next spell's unit casts cooldown by 5 second. Buff lasts 15 seconds. Cooldown: 16
Fires your main saw blade at the target location, and once there the blade will spin, dealing damage in an AoE around it and slowing enemies by 5% for every 5% of health they are missing. The blade deals pure damage and cuts down trees in its path when fired and retracted. You lose the ability to attack while the blade is out. 1200 cast range. Deals 100 damage while moving, and 50 DPS at it's location. Cooldown: 8 Mana per second: 20 Scepter Upgradeable: Provides second Chakram.","Fires your main saw blade at the target location, and once there the blade will spin, dealing damage in an AoE around it and slowing enemies by 5% for every 5% of health they are missing. The blade deals pure damage and cuts down trees in its path when fired and retracted. You lose the ability to attack while the blade is out. 1200 cast range. Deals 140 damage while moving, and 75 DPS at it's location. Cooldown: 8 Mana per second: 25 Scepter Upgradeable: Provides second Chakram.","Fires your main saw blade at the target location, and once there the blade will spin, dealing damage in an AoE around it and slowing enemies by 5% for every 5% of health they are missing. The blade deals pure damage and cuts down trees in its path when fired and retracted. You lose the ability to attack while the blade is out. 1200 cast range. Deals 180 damage while moving, and 100 DPS at it's location. Cooldown: 8 Mana per second: 30 Scepter Upgradeable: Provides second Chakram.

Change Time of Day

Throws a mysterious energy at an enemy, stunning for a random amount of time between 1-2 seconds. Deals random magical damage between 75 and 200. Damage and stun duration are inversely related. Cooldown: 10 ","Throws a mysterious energy at an enemy, stunning for a random amount of time between 1-3 seconds. Deals random magical damage between 100 and 225. Damage and stun duration are inversely related. Cooldown: 10 ","Throws a mysterious energy at an enemy, stunning for a random amount of time between 1-4 seconds. Deals random magical damage between 125 and 250. Damage and stun duration are inversely related. Cooldown: 10 ","Throws a mysterious energy at an enemy, stunning for a random amount of time between 2-4 seconds. Deals random magical damage between 150 and 275. Damage and stun duration are inversely related. Cooldown: 10
Gives an 10% chance of dealing 1.25 times damage on an attack. When triggers, target's armor reduces by 5 for 8 seconds. This debuff cannot be stacked.","Gives an 10% chance of dealing 1.75 times damage on an attack. When triggers, target's armor reduces by 5 for 8 seconds. This debuff cannot be stacked.","Gives an 10% chance of dealing 2.25 times damage on an attack. When triggers, target's armor reduces by 5 for 8 seconds. This debuff cannot be stacked.","Gives an 10% chance of dealing 2.75 times damage on an attack. When triggers, target's armor reduces by 5 for 8 seconds. This debuff cannot be stacked.
Barathrum fixes his sight on an enemy and starts charging through all objects at speed of current ms + 280. Any unit that comes into contact during the charge , including the primary target, triggers a greater bash proc. Upon leaving the shadows, Barathrum shocks his opponent into an immobile state for 1.2 seconds. Charge is interrupted if disabled. Cooldown: 12","Barathrum fixes his sight on an enemy and starts charging through all objects at speed of current ms + 315. Any unit that comes into contact during the charge , including the primary target, triggers a greater bash proc. Upon leaving the shadows, Barathrum shocks his opponent into an immobile state for 1.6 seconds. Charge is interrupted if disabled. Cooldown: 12","Barathrum fixes his sight on an enemy and starts charging through all objects at speed of current ms + 350. Any unit that comes into contact during the charge , including the primary target, triggers a greater bash proc. Upon leaving the shadows, Barathrum shocks his opponent into an immobile state for 2.0 seconds. Charge is interrupted if disabled. Cooldown: 12","Barathrum fixes his sight on an enemy and starts charging through all objects at speed of current ms + 385. Any unit that comes into contact during the charge , including the primary target, triggers a greater bash proc. Upon leaving the shadows, Barathrum shocks his opponent into an immobile state for 2.4 seconds. Charge is interrupted if disabled. Cooldown: 12

Cheese

The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown to 1.4 and adds 50 hp regeneration. Gives +30 movement speed. Cooldown: 50 ","The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown to 1.2 and adds 75 hp regeneration. Gives +40 movement speed. Cooldown: 50","The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown to 1.0 and adds 100 hp regeneration. Gives +60 movement speed. Cooldown: 50
Chilling Touch
Ancient ApparitionReleases a gust of cold wind at a target area, enchanting allied heroes with 40 bonus magical damage on their attacks. Lasts for 3 attacks up to a maximum of 30 seconds. Reduces attack speed by 20. Cooldown: 50","Releases a gust of cold wind at a target area, enchanting allied heroes with 50 bonus magical damage on their attacks. Lasts for 4 attacks up to a maximum of 30 seconds. Reduces attack speed by 20. Cooldown: 42","Releases a gust of cold wind at a target area, enchanting allied heroes with 60 bonus magical damage on their attacks. Lasts for 5 attacks up to a maximum of 30 seconds. Reduces attack speed by 20. Cooldown: 34","Releases a gust of cold wind at a target area, enchanting allied heroes with 70 bonus magical damage on their attacks. Lasts for 6 attacks up to a maximum of 30 seconds. Reduces attack speed by 20. Cooldown: 26
Chronosphere
Faceless VoidStops the progress of time for all units in the area. Lasts 4 seconds with 600 casting range. Cooldown: 130 Scepter Upgradeable: Improves cooldown and duration.","Stops the progress of time for all units in the area. Lasts 4.5 seconds with 600 casting range. Cooldown: 115 Scepter Upgradeable: Improves cooldown and duration.","Stops the progress of time for all units in the area. Lasts 5 seconds with 600 casting range. Cooldown: 100 Scepter Upgradeable: Improves cooldown and duration.
Reduces an allied hero's body temperature by encasing him in ice, sending him into a deep sleep and regenerating 20 + 3% max HP per second for 4 seconds, in addition to blocking all physical damage for its duration. Cooldown: 17","Reduces an allied hero's body temperature by encasing him in ice, sending him into a deep sleep and regenerating 20 + 4% max HP per second for 4 seconds, in addition to blocking all physical damage for its duration. Cooldown: 16","Reduces an allied hero's body temperature by encasing him in ice, sending him into a deep sleep and regenerating 20 + 5% max HP per second for 4 seconds, in addition to blocking all physical damage for its duration. Cooldown: 15","Reduces an allied hero's body temperature by encasing him in ice, sending him into a deep sleep and regenerating 20 + 6% max HP per second for 4 seconds, in addition to blocking all physical damage for its duration. Cooldown: 14
The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still for 1.25 seconds. Deals 37.5 magical damage per second. Cooldown: 15","The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still for 2 seconds. Deals 50 magical damage per second. Cooldown: 13","The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still for 2.75 seconds. Deals 62.5 magical damage per second. Cooldown: 11","The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still for 3.5 seconds. Deals 75 magical damage per second. Cooldown: 9

Gives 12% bonus damage to nearby friendly units. When Vengeful Spirit dies, enemy receives reverted effect of this aura, which decreases damage of his own allies.","Gives 20% bonus damage to nearby friendly units. When Vengeful Spirit dies, enemy receives reverted effect of this aura, which decreases damage of his own allies.","Gives 28% bonus damage to nearby friendly units. When Vengeful Spirit dies, enemy receives reverted effect of this aura, which decreases damage of his own allies.","Gives 36% bonus damage to nearby friendly units. When Vengeful Spirit dies, enemy receives reverted effect of this aura, which decreases damage of his own allies.
With Dragon like intuition, the Skywrath Mage releases a compact ball of magical lightning at the closest visible hero within 1600 AoE. Upon impact the ball bursts slowing enemies by 30% for 4 seconds and dealing 60 magical damage around the target. Cooldown: 18","With Dragon like intuition, the Skywrath Mage releases a compact ball of magical lightning at the closest visible hero within 1600 AoE. Upon impact the ball bursts slowing enemies by 35% for 4 seconds and dealing 120 magical damage around the target. Cooldown: 16","With Dragon like intuition, the Skywrath Mage releases a compact ball of magical lightning at the closest visible hero within 1600 AoE. Upon impact the ball bursts slowing enemies by 40% for 4 seconds and dealing 180 magical damage around the target. Cooldown: 14","With Dragon like intuition, the Skywrath Mage releases a compact ball of magical lightning at the closest visible hero within 1600 AoE. Upon impact the ball bursts slowing enemies by 45% for 4 seconds and dealing 240 magical damage around the target. Cooldown: 12
Creates a copy of Terrorblade which deals 25% damage. The images take 425% damage. Lasts 32 seconds. Cooldown: 16","Creates a copy of Terrorblade which deals 35% damage. The images take 425% damage. Lasts 32 seconds. Cooldown: 16","Creates a copy of Terrorblade which deals 45% damage. The images take 425% damage. Lasts 32 seconds. Cooldown: 16","Creates a copy of Terrorblade which deals 55% damage. The images take 425% damage. Lasts 32 seconds. Cooldown: 16

Corrosive Skin
NetherdrakeUnits that damage Viper get 10% speed reduction and 10 magical damage per second for 4 seconds. Reduces magical damage by 10%.","Units that damage Viper get 14% speed reduction and 14 magical damage per second for 4 seconds. Reduces magical damage by 14%.","Units that damage Viper get 18% speed reduction and 18 magical damage per second for 4 seconds. Reduces magical damage by 18%.","Units that damage Viper get 22% speed reduction and 22 magical damage per second for 4 seconds. Reduces magical damage by 22%.

Counter Helix
AxeGives a 20% chance to counter an attack and deal 100 smashing damage to all nearby units. Can spin a maximum of once every .45 seconds.","Gives a 20% chance to counter an attack and deal 135 smashing damage to all nearby units. Can spin a maximum of once every .4 seconds.","Gives a 20% chance to counter an attack and deal 170 smashing damage to all nearby units. Can spin a maximum of once every .35 seconds.","Gives a 20% chance to counter an attack and deal 205 smashing damage to all nearby units. Can spin a maximum of once every .3 seconds.
Coup de grace
Phantom AssassinDeals 2.3 times normal damage on 15% of attacks and Stifling Dagger hits.","Deals 3.4 times normal damage on 15% of attacks and Stifling Dagger hits.","Deals 4.5 times normal damage on 15% of attacks and Stifling Dagger hits.

Gives a 10% chance that close range attackers will be stunned for 1.0 seconds and take 25 magical damage. Provides +2 armor.","Gives a 15% chance that close range attackers will be stunned for 1.25 seconds and take 35 magical damage. Provides +3 armor.","Gives a 20% chance that close range attackers will be stunned for 1.5 seconds and take 45 magical damage. Provides +4 armor.","Gives a 25% chance that close range attackers will be stunned for 1.75 seconds and take 55 magical damage. Provides +5 armor.

Crippling Fear
Night Stalker
Crippling Staff

Crit 20%

Crit 25%
Blasts enemy units around a target point with a wave of damaging frost that deals 100 magical damage and slows movement speed by 20% and attack rate by 20 for 4.5 seconds. Cooldown: 13","Blasts enemy units around a target point with a wave of damaging frost that deals 150 magical damage and slows movement speed by 30% and attack rate by 30 for 4.5 seconds. Cooldown: 13","Blasts enemy units around a target point with a wave of damaging frost that deals 200 magical damage and slows movement speed by 40% and attack rate by 40 for 4.5 seconds. Cooldown: 13","Blasts enemy units around a target point with a wave of damaging frost that deals 250 magical damage and slows movement speed by 50% and attack rate by 50 for 4.5 seconds. Cooldown: 13

If the target is below 250 life, Axe will kill it instantly. In other case Axe deal 150 magical damage to a target. Gives a 30% movespeed and attackspeed bonus for 6 seconds to nearby allies when a hero kill is successful. Does not go in cooldown when a hero kill is successful. Cooldown: 75 Scepter Upgradeable: Reduces cooldown and increases kill threshold.","If the target is below 325 life, Axe will kill it instantly. In other case Axe deal 250 magical damage to a target. Gives a 30% movespeed and attackspeed bonus for 6 seconds to nearby allies when a hero kill is successful. Does not go in cooldown when a hero kill is successful. Cooldown: 65 Scepter Upgradeable: Reduces cooldown and increases kill threshold.","If the target is below 400 life, Axe will kill it instantly. In other case Axe deal 300 magical damage to a target. Gives a 30% movespeed and attackspeed bonus for 6 seconds to nearby allies when a hero kill is successful. Does not go in cooldown when a hero kill is successful. Cooldown: 55 Scepter Upgradeable: Reduces cooldown and increases kill threshold.

Afflicts a target with the Curse of the Silent. The target will lose 20 hp and 8 mana per second for 6 seconds or until it casts a spell. Deals magical damage. Cooldown: 20","Afflicts a target with the Curse of the Silent. The target will lose 35 hp and 16 mana per second for 6 seconds or until it casts a spell. Deals magical damage. Cooldown: 16","Afflicts a target with the Curse of the Silent. The target will lose 50 hp and 24 mana per second for 6 seconds or until it casts a spell. Deals magical damage. Cooldown: 12","Afflicts a target with the Curse of the Silent. The target will lose 65 hp and 32 mana per second for 6 seconds or until it casts a spell. Deals magical damage. Cooldown: 8

Slark calls upon deities of the swamps to seal a dark pact. Sacrificing some of his lifeblood, Slark is redeemed of all negative effects. After 1.5 seconds, a dark wave of destruction emits from the Nightcrawler, dealing 75 magical damage to all nearby enemies and half to himself. Cooldown: 9","Slark calls upon deities of the swamps to seal a dark pact. Sacrificing some of his lifeblood, Slark is redeemed of all negative effects. After 1.5 seconds, a dark wave of destruction emits from the Nightcrawler, dealing 150 magical damage to all nearby enemies and half to himself. Cooldown: 8","Slark calls upon deities of the swamps to seal a dark pact. Sacrificing some of his lifeblood, Slark is redeemed of all negative effects. After 1.5 seconds, a dark wave of destruction emits from the Nightcrawler, dealing 225 magical damage to all nearby enemies and half to himself. Cooldown: 7","Slark calls upon deities of the swamps to seal a dark pact. Sacrificing some of his lifeblood, Slark is redeemed of all negative effects. After 1.5 seconds, a dark wave of destruction emits from the Nightcrawler, dealing 300 magical damage to all nearby enemies and half to himself. Cooldown: 6

Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift. Can target allied buildings or units. 6 second cast delay. Cooldown: 130","Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift. Can target allied buildings or units. 5 second cast delay. Cooldown: 110","Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift. Can target allied buildings or units. 4 second cast delay. Cooldown: 90

Dark Ritual
LichSacrifices a nearby friendly unit to restore 25% of its hit points to your mana. Cooldown: 44","Sacrifices a nearby friendly unit to restore 40% of its hit points to your mana. Cooldown: 36","Sacrifices a nearby friendly unit to restore 55% of its hit points to your mana. Cooldown: 28","Sacrifices a nearby friendly unit to restore 70% of its hit points to your mana. Cooldown: 20
Darkness
Night StalkerTurns day into night for 50 seconds. Reduces every enemy vision radius to 625. Cooldown: 160 Scepter Upgradeable: Provides unobstructed vision at night. Requires Hunter in the Night to be skilled.","Turns day into night for 50 seconds. Reduces every enemy vision radius to 625. Cooldown: 120 Scepter Upgradeable: Provides unobstructed vision at night. Requires Hunter in the Night to be skilled.","Turns day into night for 50 seconds. Reduces every enemy vision radius to 625. Cooldown: 80 Scepter Upgradeable: Provides unobstructed vision at night. Requires Hunter in the Night to be skilled.

Heals ally for 100 hitpoints or deals 100 magical damage to enemy at the cost of 75 hitpoints. Cooldown: 4.5","Heals ally for 150 hitpoints or deals 150 magical damage to enemy at the cost of 100 hitpoints. Cooldown: 4.5","Heals ally for 200 hitpoints or deals 200 magical damage to enemy at the cost of 125 hitpoints. Cooldown: 4.5","Heals ally for 250 hitpoints or deals 250 magical damage to enemy at the cost of 150 hitpoints. Cooldown: 4.5

Death Pact
Bone FletcherEats a unit, absorbing 50% of life as HP capacity and 5% of its life as damage. Lasts 35 seconds. Cooldown: 45","Eats a unit, absorbing 65% of life as HP capacity and 6.5% of its life as damage. Lasts 35 seconds. Cooldown: 35","Eats a unit, absorbing 80% of life as HP capacity and 8% of its life as damage. Lasts 35 seconds. Cooldown: 25
The Necrolyte releases a wave of death, dealing 125 magical damage to enemies and healing allies for 70 HP. Cooldown: 8","The Necrolyte releases a wave of death, dealing 175 magical damage to enemies and healing allies for 90 HP. Cooldown: 7","The Necrolyte releases a wave of death, dealing 225 magical damage to enemies and healing allies for 110 HP. Cooldown: 6","The Necrolyte releases a wave of death, dealing 275 magical damage to enemies and healing allies for 130 HP. Cooldown: 5
Summons a deadly ward to kill enemy heroes. Deals 60 Chaos Damage. Channeling Cooldown: 80 Scepter Upgradeable: Extra bounces.","Summons a deadly ward to kill enemy heroes. Deals 105 Chaos Damage. Channeling Cooldown: 80 Scepter Upgradeable: Extra bounces.","Summons a deadly ward to kill enemy heroes. Deals 150 Chaos Damage. Channeling Cooldown: 80 Scepter Upgradeable: Extra bounces.
Dirge saps away 4 strength from enemy heroes and retains it 40 seconds. Deals 20 magical damage. Cooldown: 10 Scepter Upgradeable: Steals 10 strength.","Dirge saps away 4 strength from enemy heroes and retains it 40 seconds. Deals 60 magical damage. Cooldown: 8 Scepter Upgradeable: Steals 10 strength.","Dirge saps away 4 strength from enemy heroes and retains it 40 seconds. Deals 100 magical damage. Cooldown: 6 Scepter Upgradeable: Steals 10 strength.","Dirge saps away 4 strength from enemy heroes and retains it 40 seconds. Deals 140 magical damage. Cooldown: 4 Scepter Upgradeable: Steals 10 strength.

Pugna banishes a creature to the ethereal plane. It moves 30% slower and cannot attack, and takes 30% bonus damage from spells (25% for allies). Cooldown: 15","Pugna banishes a creature to the ethereal plane. It moves 40% slower and cannot attack, and takes 40% bonus damage from spells (25% for allies). Cooldown: 12","Pugna banishes a creature to the ethereal plane. It moves 50% slower and cannot attack, and takes 50% bonus damage from spells (25% for allies). Cooldown: 9","Pugna banishes a creature to the ethereal plane. It moves 60% slower and cannot attack, and takes 60% bonus damage from spells (25% for allies). Cooldown: 6

Decreases nearby enemy units' movement and attack speed by 10%.","Decreases nearby enemy units' movement and attack speed by 18%.","Decreases nearby enemy units' movement and attack speed by 26%.","Decreases nearby enemy units' movement and attack speed by 34%.
Demolish BASIC
Causes attacks to do times normal damage to buildings.
Demolish BASIC
Causes attacks to do times normal damage to buildings.
Demolish UPGRADED
Causes attacks to do times normal damage to buildings.
Demolish UPGRADED
Causes attacks to do times normal damage to buildings.
Splits a unit's soul into 3 demonic Lesser Eidolons. Once an Eidolon attacks six times, another one will spawn alongside it. Each Lesser Eidolon deals 19 base damage and has 180 HP with 33% magic reduction. Lasts 35 seconds. Cooldown: 35","Splits a unit's soul into 3 demonic Eidolons. Once an Eidolon attacks six times, another one will spawn alongside it. Each Eidolon deals 29 base damage and has 200 HP with 33% magic reduction. Lasts 35 seconds. Cooldown: 35","Splits a unit's soul into 3 demonic Greater Eidolons. Once an Eidolon attacks six times, another one will spawn alongside it. Each Greater Eidolon deals 39 base damage and has 220 HP with 33% magic reduction. Lasts 35 seconds. Cooldown: 35","Splits a unit's soul into 3 demonic Dire Eidolons. Once an Eidolon attacks six times, another one will spawn alongside it. Each Dire Eidolon deals 49 base damage and has 240 HP with 33% magic reduction. Lasts 35 seconds. Cooldown: 35
Eredar casts a powerful demonic purge on a target enemy, removing all buffs. The purge stops the target for 2 seconds, follows by another 2 seconds of slow. At the end of the purge the target takes 200 magical damage. Cooldown: 50 Scepter Upgradeable: Provides 3 charges and break some target's passive abilities.","Eredar casts a powerful demonic purge on a target enemy, removing all buffs. The purge stops the target for 2 seconds, follows by another 2 seconds of slow. At the end of the purge the target takes 300 magical damage. Cooldown: 50 Scepter Upgradeable: Provides 3 charges and break some target's passive abilities.","Eredar casts a powerful demonic purge on a target enemy, removing all buffs. The purge stops the target for 2 seconds, follows by another 2 seconds of slow. At the end of the purge the target takes 400 magical damage. Cooldown: 50 Scepter Upgradeable: Provides 3 charges and break some target's passive abilities.
Deals a bonus 15 pure damage with each attack if the target has no nearby allied units.","Deals a bonus 30 pure damage with each attack if the target has no nearby allied units.","Deals a bonus 45 pure damage with each attack if the target has no nearby allied units.","Deals a bonus 60 pure damage with each attack if the target has no nearby allied units.
Detector
Sun Wukong
Devotion Aura
auraDevour
Doom Bringer
Saturates the area around Leshrac with magic, causing weak, random explosions in the area. Each explosion deals 9 smashing damage to unit or 12 smashing damage to structure. Lasts 10 seconds. Cooldown: 22","Saturates the area around Leshrac with magic, causing moderate random explosions in the area. Each explosion deals 18 smashing damage to unit or 25 smashing damage to structure. Lasts 10 seconds. Cooldown: 22","Saturates the area around Leshrac with magic, causing fairly strong random explosions in the area. Each explosion deals 27 smashing damage to unit or 37 smashing damage to structure. Lasts 10 seconds. Cooldown: 22","Saturates the area around Leshrac with magic, causing strong random explosions in the area. Each explosion deals 36 smashing damage to unit or 50 smashing damage to structure. Lasts 10 seconds. Cooldown: 22

Diffusal Blade

Disassemble
Disassembles the items in this inventory. Only works for Perseverance, Mjollnir, Ring of Basilius, Helm of the Dominator, Manta Style, Ethereal Blade, Arcane Boots, Ring of Aquila, Sange and Yasha, Abyssal Blade, Shiva's Guard, Tranquil Boots, Poor man's Shield, Lotus Orb, Solar Crest, Glimmer Cape, Moon Shard, Power Treads. You can also disassemble any of listed items but Tranquil Boots directly at your inventory. In order to do that perform 4 right clicks on item.

Deals 75 magical damage a second for 3 seconds to a target at melee range. Channeling Cooldown: 30 Scepter Upgradeable: Absorbs HP from the enemy based on your Strength.","Deals 125 magical damage a second for 3 seconds to a target at melee range. Channeling Cooldown: 30 Scepter Upgradeable: Absorbs HP from the enemy based on your Strength.","Deals 175 magical damage a second for 3 seconds to a target at melee range. Channeling Cooldown: 30 Scepter Upgradeable: Absorbs HP from the enemy based on your Strength.

Deflects 12% of damage taken onto a 1000 AoE as pure damage. Damage dealt depends on how close the enemies are to you.","Deflects 14% of damage taken onto a 1000 AoE as pure damage. Damage dealt depends on how close the enemies are to you.","Deflects 16% of damage taken onto a 1000 AoE as pure damage. Damage dealt depends on how close the enemies are to you.","Deflects 18% of damage taken onto a 1000 AoE as pure damage. Damage dealt depends on how close the enemies are to you.
Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds. Illusions deal 30% damage. Cooldown: 25","Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 7 seconds. Illusions deal 40% damage. Cooldown: 22","Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 8 seconds. Illusions deal 50% damage. Cooldown: 19","Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 9 seconds. Illusions deal 60% damage. Cooldown: 16
Meepo summons an imperfect, semi-autonomous duplicate of himself, which can gain gold and experience as he does and shares his experience and abilities. However, the clones cannot wield any items but the boots that Meepo himself wears. If one clone dies, they all die. Clones gain 100% of any extra attributes the primary has. Scepter Upgradeable: Adds an extra Geomancer.","Meepo summons an imperfect, semi-autonomous duplicate of himself, which can gain gold and experience as he does and shares his experience and abilities. However, the clones cannot wield any items but the boots that Meepo himself wears. If one clone dies, they all die. Clones gain 100% of any extra attributes the primary has. Scepter Upgradeable: Adds an extra Geomancer.","Meepo summons an imperfect, semi-autonomous duplicate of himself, which can gain gold and experience as he does and shares his experience and abilities. However, the clones cannot wield any items but the boots that Meepo himself wears. If one clone dies, they all die. Clones gain 100% of any extra attributes the primary has. Scepter Upgradeable: Adds an extra Geomancer.

Dominate

Doom Basic
Doom BringerThe target unit becomes inflicted with Doom. The afflicted unit cannot cast spells and will take 20 divine damage per second for 15 seconds. Cooldown: 125 Scepter Upgradeable: Increases duration and applies Break on the target.","The target unit becomes inflicted with Doom. The afflicted unit cannot cast spells and will take 35 divine damage per second for 15 seconds. Cooldown: 125 Scepter Upgradeable: Increases duration and applies Break on the target.","The target unit becomes inflicted with Doom. The afflicted unit cannot cast spells and will take 50 divine damage per second for 15 seconds. Cooldown: 125 Scepter Upgradeable: Increases duration and applies Break on the target.
Phantom Lancer briefly vanishes from the battlefield, losing most debuffs. After 1 second, Phantom Lancer and any of his nearby illusions reappear at a random position within the targeted location, along with two additional doppelgangers. The two added doppelgangers have different properties: one takes normal damage and deals none (marked with shield overhead), while the other takes 600% bonus damage and deals 20% damage (marked with horseshoe overhead). Cooldown: 25","Phantom Lancer briefly vanishes from the battlefield, losing most debuffs. After 1 second, Phantom Lancer and any of his nearby illusions reappear at a random position within the targeted location, along with two additional doppelgangers. The two added doppelgangers have different properties: one takes normal damage and deals none (marked with shield overhead), while the other takes 600% bonus damage and deals 20% damage (marked with horseshoe overhead). Cooldown: 20","Phantom Lancer briefly vanishes from the battlefield, losing most debuffs. After 1 second, Phantom Lancer and any of his nearby illusions reappear at a random position within the targeted location, along with two additional doppelgangers. The two added doppelgangers have different properties: one takes normal damage and deals none (marked with shield overhead), while the other takes 600% bonus damage and deals 20% damage (marked with horseshoe overhead). Cooldown: 15","Phantom Lancer briefly vanishes from the battlefield, losing most debuffs. After 1 second, Phantom Lancer and any of his nearby illusions reappear at a random position within the targeted location, along with two additional doppelgangers. The two added doppelgangers have different properties: one takes normal damage and deals none (marked with shield overhead), while the other takes 600% bonus damage and deals 20% damage (marked with horseshoe overhead). Cooldown: 10

The Warchief reaches inward and expends a tremendous amount of energy in a powerful attack. It deals 175 magical damage around his enemy and to himself. Cooldown: 8","The Warchief reaches inward and expends a tremendous amount of energy in a powerful attack. It deals 250 magical damage around his enemy and to himself. Cooldown: 8","The Warchief reaches inward and expends a tremendous amount of energy in a powerful attack. It deals 325 magical damage around his enemy and to himself. Cooldown: 8","The Warchief reaches inward and expends a tremendous amount of energy in a powerful attack. It deals 400 magical damage around his enemy and to himself. Cooldown: 8

Davion's blood flows from dragons, granting him an extra 3 hp/sec regeneration and +3 armor.","Davion's blood flows from dragons, granting him an extra 5 hp/sec regeneration and +6 armor.","Davion's blood flows from dragons, granting him an extra 7 hp/sec regeneration and +9 armor.","Davion's blood flows from dragons, granting him an extra 9 hp/sec regeneration and +12 armor.

Dragon Slave
SlayerA wave of fire that ripples out from the Slayer, causing 110 magical damage to units in a line. Cooldown: 8.5","A wave of fire that ripples out from the Slayer, causing 180 magical damage to units in a line. Cooldown: 8.5","A wave of fire that ripples out from the Slayer, causing 250 magical damage to units in a line. Cooldown: 8.5","A wave of fire that ripples out from the Slayer, causing 320 magical damage to units in a line. Cooldown: 8.5

Dragon Tail
Dragon Knight
Puck's powerful imagination engulfs an area, creating coils of volatile magic that deals 100 magical damage and stuns enemy unit for 0.5 seconds as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal an additional 100 magical damage and stun for 1.5 seconds. Lasts 6 seconds. Cooldown: 75 Scepter Upgradeable: Increases duration, break damage and stun duration, also allow it to penetrate magic immunity.","Puck's powerful imagination engulfs an area, creating coils of volatile magic that deals 150 magical damage and stuns enemy unit for 0.5 seconds as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal an additional 150 magical damage and stun for 2.25 seconds. Lasts 6 seconds. Cooldown: 75 Scepter Upgradeable: Increases duration, break damage and stun duration, also allow it to penetrate magic immunity.","Puck's powerful imagination engulfs an area, creating coils of volatile magic that deals 200 magical damage and stuns enemy unit for 0.5 seconds as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal an additional 200 magical damage and stun for 3 seconds. Lasts 6 seconds. Cooldown: 75 Scepter Upgradeable: Increases duration, break damage and stun duration, also allow it to penetrate magic immunity.

Drunken Brawler
Pandaren BrewmasterGives a 10% chance to dodge an attack and a 10% chance to deal 2 times normal damage. Lands a critical strike on your next attack whenever you haven't attacked in 16 seconds.","Gives a 15% chance to dodge an attack and a 15% chance to deal 2 times normal damage. Lands a critical strike on your next attack whenever you haven't attacked in 14 seconds.","Gives a 20% chance to dodge an attack and a 20% chance to deal 2 times normal damage. Lands a critical strike on your next attack whenever you haven't attacked in 12 seconds.","Gives a 25% chance to dodge an attack and a 25% chance to deal 2 times normal damage. Lands a critical strike on your next attack whenever you haven't attacked in 10 seconds.

Drunken Haze
Pandaren BrewmasterDrenches enemy units in 200 AoE in alcohol, causing his movement speed to be reduced by 14%, and have a 45% chance to miss on attacks. Lasts 8 seconds. Cooldown: 8","Drenches enemy units in 200 AoE in alcohol, causing his movement speed to be reduced by 18%, and have a 55% chance to miss on attacks. Lasts 8 seconds. Cooldown: 8","Drenches enemy units in 200 AoE in alcohol, causing his movement speed to be reduced by 22%, and have a 65% chance to miss on attacks. Lasts 8 seconds. Cooldown: 8","Drenches enemy units in 200 AoE in alcohol, causing his movement speed to be reduced by 26%, and have a 75% chance to miss on attacks. Lasts 8 seconds. Cooldown: 8
Jakiro's twin heads let loose an icy blast followed closely by a wave of fire. Enemy units are both slowed and dealt 20 magical damage per second for 5 seconds. Slows enemies movespeed for 28% and attack speed by 28. Cooldown: 10","Jakiro's twin heads let loose an icy blast followed closely by a wave of fire. Enemy units are both slowed and dealt 40 magical damage per second for 5 seconds. Slows enemies movespeed for 32% and attack speed by 32. Cooldown: 10","Jakiro's twin heads let loose an icy blast followed closely by a wave of fire. Enemy units are both slowed and dealt 60 magical damage per second for 5 seconds. Slows enemies movespeed for 36% and attack speed by 36. Cooldown: 10","Jakiro's twin heads let loose an icy blast followed closely by a wave of fire. Enemy units are both slowed and dealt 80 magical damage per second for 5 seconds. Slows enemies movespeed for 40% and attack speed by 40. Cooldown: 10
Duel
Legion CommanderCalls the targeted enemy for a duel. Both you and the enemy will be forced to attack each other for 4 seconds and will both be unable to use items or abilities. The victor gains 10 permanent bonus damage. Cooldown: 50 Scepter Upgradeable: Grants infinite duel duration, until someone dies or get pushed away too far.","Calls the targeted enemy for a duel. Both you and the enemy will be forced to attack each other for 4.75 seconds and will both be unable to use items or abilities. The victor gains 14 permanent bonus damage. Cooldown: 50 Scepter Upgradeable: Grants infinite duel duration, until someone dies or get pushed away too far.","Calls the targeted enemy for a duel. Both you and the enemy will be forced to attack each other for 5.5 seconds and will both be unable to use items or abilities. The victor gains 18 permanent bonus damage. Cooldown: 50 Scepter Upgradeable: Grants infinite duel duration, until someone dies or get pushed away too far.

Dust of Appearance
Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take 30% of it's maximum life as damage (15% as magical and 15% as physical) and have their speed reduced by 30% for 3 seconds. Cooldown: 100 Scepter Upgradeable: Increase damage and also disarm catched enemies for the same duration.","Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take 35% of it's maximum life as damage (17.5% as magical and 17.5% as physical) and have their speed reduced by 40% for 4 seconds. Cooldown: 100 Scepter Upgradeable: Increase damage and also disarm catched enemies for the same duration.","Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take 40% of it's maximum life as damage (20% as magical and 20% as physical) and have their speed reduced by 50% for 5 seconds. Cooldown: 100 Scepter Upgradeable: Increase damage and also disarm catched enemies for the same duration.
Earthbind
GeomancerRains earthen spikes across a target area, pinning down all enemy units in the 220 AOE. Lasts 2 seconds. 500 casting range. Cooldown: 20","Rains earthen spikes across a target area, pinning down all enemy units in the 220 AOE. Lasts 2 seconds. 750 casting range. Cooldown: 16","Rains earthen spikes across a target area, pinning down all enemy units in the 220 AOE. Lasts 2 seconds. 1000 casting range. Cooldown: 12","Rains earthen spikes across a target area, pinning down all enemy units in the 220 AOE. Lasts 2 seconds. 1250 casting range. Cooldown: 8
Earthshaker Aghanim Effect

Slams the ground for 90 magical damage, slowing all nearby enemies for 25%. Lasts 4 seconds. Cooldown: 5","Slams the ground for 140 magical damage, slowing all nearby enemies for 35%. Lasts 4 seconds. Cooldown: 5","Slams the ground for 190 magical damage, slowing all nearby enemies for 45%. Lasts 4 seconds. Cooldown: 5","Slams the ground for 240 magical damage, slowing all nearby enemies for 55%. Lasts 4 seconds. Cooldown: 5

Eat Tree
Consume a tree to restore hit points over seconds.

Smashes the ground, sending shockwaves to every nearby opponent dealing 160 magical damage. Each opponent that is hit will then emit an additional wave to each nearby enemy that will deal a further 40 magical damage. Cooldown: 150 Scepter Upgradeable: Echos two times per hero.","Smashes the ground, sending shockwaves to every nearby opponent dealing 210 magical damage. Each opponent that is hit will then emit an additional wave to each nearby enemy that will deal a further 55 magical damage. Cooldown: 130 Scepter Upgradeable: Echos two times per hero.","Smashes the ground, sending shockwaves to every nearby opponent dealing 270 magical damage. Each opponent that is hit will then emit an additional wave to each nearby enemy that will deal a further 70 magical damage. Cooldown: 110 Scepter Upgradeable: Echos two times per hero.
Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconcious for 2 seconds. Each echo deals 80 damage. Unconscious enemies will wake if they are dealt damage greater than 50. If the spirit is seperated from you, it will still perform its part of the spell. 1.2 second cast time. Spirit deals magical damage, Chieftain - physical damage. Channeling Cooldown: 15","Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconcious for 3 seconds. Each echo deals 90 damage. Unconscious enemies will wake if they are dealt damage greater than 80. If the spirit is seperated from you, it will still perform its part of the spell. 1.2 second cast time. Spirit deals magical damage, Chieftain - physical damage Channeling Cooldown: 14","Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconcious for 4 seconds. Each echo deals 100 damage. Unconscious enemies will wake if they are dealt damage greater than 110. If the spirit is seperated from you, it will still perform its part of the spell. 1.2 second cast time. Spirit deals magical damage, Chieftain - physical damage Channeling Cooldown: 13","Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconcious for 5 seconds. Each echo deals 110 damage. Unconscious enemies will wake if they are dealt damage greater than 140. If the spirit is seperated from you, it will still perform its part of the spell. 1.2 second cast time. Spirit deals magical damage, Chieftain - physical damage Channeling Cooldown: 12

The moon's magic is summoned, casting 5 Lucent Beams around Luna. Damage is equal to Lucent Beam level. No unit may be hit more than 5 times by this Eclipse. If Luna dies, spell stops. Cooldown: 140 Scepter Upgradeable: Increases beam count, removes limit and improves beam interval. Allows to cast spell on the ground or allied unit to transfer Eclipse onto him.","The moon's magic is summoned, casting 8 Lucent Beams around Luna. Damage is equal to Lucent Beam level. No unit may be hit more than 5 times by this Eclipse. If Luna dies, spell stops. Cooldown: 140 Scepter Upgradeable: Increases beam count, removes limit and improves beam interval. Allows to cast spell on the ground or allied unit to transfer Eclipse onto him.","The moon's magic is summoned, casting 11 Lucent Beams around Luna. Damage is equal to Lucent Beam level. No unit may be hit more than 5 times by this Eclipse. If Luna dies, spell stops. Cooldown: 140 Scepter Upgradeable: Increases beam count, removes limit and improves beam interval. Allows to cast spell on the ground or allied unit to transfer Eclipse onto him.

Elder Dragon Form
Dragon KnightMorphs Knight Davion into a Green Dragon with a corrosive breath attack. Grants +25 movement speed. Increases Dragon Tail's cast range. Lasts 50 seconds. Cooldown: 115","Changes the Dragon Knight into a strong Red Dragon with a splash attack and corrosive breath. Grants +25 movement speed. Increases Dragon Tail's cast range. Lasts 50 seconds. Cooldown: 115","Transforms the Dragon Knight into a powerful Blue Dragon that has a frost attack and corrosive breath. Grants +25 movement speed. Increases Dragon Tail's cast range. Lasts 50 seconds Cooldown: 115

Electric Vortex
Storm SpiritStorm focuses his energy to rip open vortex drawing an enemy 100 units towards it over 1 second. Cooldown: 21 Scepter Upgradeable: Affects all valid targets in 475 AoE. ","Storm focuses his energy to rip open vortex drawing an enemy 150 units towards it over 1.5 seconds. Cooldown: 20 Scepter Upgradeable: Affects all valid targets in 475 AoE. ","Storm focuses his energy to rip open vortex drawing an enemy 200 units towards it over 2 seconds. Cooldown: 19 Scepter Upgradeable: Affects all valid targets in 475 AoE. ","Storm focuses his energy to rip open vortex drawing an enemy 250 units towards it over 2.5 seconds. Cooldown: 18 Scepter Upgradeable: Affects all valid targets in 475 AoE.

Fires an arrow to a location with deadly precision. Deals 50 magical damage and a 0.01 to 5 second stun and 140 bonus magical damage based on distance to the first target it hits. Cooldown: 17","Fires an arrow to a location with deadly precision. Deals 140 magical damage and a 0.01 to 5 second stun and 160 bonus magical damage based on distance to the first target it hits. Cooldown: 16","Fires an arrow to a location with deadly precision. Deals 230 magical damage and a 0.01 to 5 second stun and 180 bonus magical damage based on distance to the first target it hits. Cooldown: 15","Fires an arrow to a location with deadly precision. Deals 320 magical damage and a 0.01 to 5 second stun and 200 bonus magical damage based on distance to the first target it hits. Cooldown: 14
Empower
MagnataurGives a friendly unit a 20% attack damage and cleave bonus. Lasts 34 seconds. Cooldown: 8","Gives a friendly unit a 30% attack damage and cleave bonus. Lasts 34 seconds. Cooldown: 8","Gives a friendly unit a 40% attack damage and cleave bonus. Lasts 34 seconds. Cooldown: 8","Gives a friendly unit a 50% attack damage and cleave bonus. Lasts 34 seconds. Cooldown: 8

The Spiritbreaker gives a 6% movement speed aura. Can be used to provide 50% more bonus for 6 seconds at cost of 50% reduced bonus for next 6 seconds. Cooldown: 12","The Spiritbreaker gives a 10% movement speed aura. Can be used to provide 50% more bonus for 6 seconds at cost of 50% reduced bonus for next 6 seconds. Cooldown: 12","The Spiritbreaker gives a 14% movement speed aura. Can be used to provide 50% more bonus for 6 seconds at cost of 50% reduced bonus for next 6 seconds. Cooldown: 12","The Spiritbreaker gives a 18% movement speed aura. Can be used to provide 50% more bonus for 6 seconds at cost of 50% reduced bonus for next 6 seconds. Cooldown: 12

Empty Bottle Slow
slow
Converts target unit to serve the Enchantress. If the unit cannot be converted it will be slowed by 20% for 5.5 seconds. Can be used onto Ecnhanted unit to refresh his duration. Enchanted creep lasts for 80 seconds. Cooldown: 30","Converts target unit to serve the Enchantress. If the unit cannot be converted it will be slowed by 30% for 5.5 seconds. Can be used onto Ecnhanted unit to refresh his duration. Enchanted creep lasts for 80 seconds. Cooldown: 25","Converts target unit to serve the Enchantress. If the unit cannot be converted it will be slowed by 40% for 5.5 seconds. Can be used onto Ecnhanted unit to refresh his duration. Enchanted creep lasts for 80 seconds. Cooldown: 20","Converts target unit to serve the Enchantress. If the unit cannot be converted it will be slowed by 50% for 5.5 seconds. Can be used onto Ecnhanted unit to refresh his duration. Enchanted creep lasts for 80 seconds. Cooldown: 15

Enchant Totem
EarthshakerGives 100% bonus damage on Raigor's next attack. Lasts 14 seconds. Cooldown: 5","Gives 200% bonus damage on Raigor's next attack. Lasts 14 seconds. Cooldown: 5","Gives 300% bonus damage on Raigor's next attack. Lasts 14 seconds. Cooldown: 5","Gives 400% bonus damage on Raigor's next attack. Lasts 14 seconds. Cooldown: 5

Enfeeble
Bane ElementalGreatly decreases an enemy unit's ability to attack by reducing its damage by 30. Lasts 20 seconds. Cooldown: 8","Greatly decreases an enemy unit's ability to attack by reducing its damage by 60. Lasts 20 seconds. Cooldown: 8","Greatly decreases an enemy unit's ability to attack by reducing its damage by 90. Lasts 20 seconds. Cooldown: 8","Greatly decreases an enemy unit's ability to attack by reducing its damage by 120. Lasts 20 seconds. Cooldown: 8

Enrage
Ursa WarriorUrsa goes into a frenzy, causing him to take 80% less damage from any source and for his attacks to deal 1.5 times the Fury Swipes damage. Damage increased for all stacks, including already applied. Removes any existing debuffs upon cast. Effect lasts 4 seconds. Cooldown: 50","Ursa goes into a frenzy, causing him to take 80% less damage from any source and for his attacks to deal 1.65 times the Fury Swipes damage. Damage increased for all stacks, including already applied. Removes any existing debuffs upon cast. Effect lasts 4 seconds. Cooldown: 40","Ursa goes into a frenzy, causing him to take 80% less damage from any source and for his attacks to deal 1.8 times the Fury Swipes damage. Damage increased for all stacks, including already applied. Removes any existing debuffs upon cast. Effect lasts 4 seconds. Cooldown: 30

Causes a target enemy unit to be bound to the ground so that it cannot move for 2 seconds Cooldown: 14","Causes a target enemy unit to be bound to the ground so that it cannot move for 3 seconds. Cooldown: 14","Causes a target enemy unit to be bound to the ground so that it cannot move for 4 seconds. Cooldown: 14","Causes a target enemy unit to be bound to the ground so that it cannot move for 5 seconds. Cooldown: 14

Summons up the power of the earth, causing it to shudder violently. Slows movement speed by 30% and attack speed by 30 for 4 seconds. Deals 6 pulses of 110 magical damage. 2 second casting time. Cooldown: 140","Summons up the power of the earth, causing it to shudder violently. Slows movement speed by 30% and attack speed by 30 for 4 seconds. Deals 8 pulses of 110 magical damage. 2 second casting time. Cooldown: 120","Summons up the power of the earth, causing it to shudder violently. Slows movement speed by 30% and attack speed by 30 for 4 seconds. Deals 10 pulses of 110 magical damage. 2 second casting time. Cooldown: 100
Whenever a nearby allied hero casts a spell, it has a 40% chance to restore 10% of its maximum mana. Passively increases the Destroyer's base mana pool by 75 points.","Whenever a nearby allied hero casts a spell, it has a 40% chance to restore 15% of its maximum mana. Passively increases the Destroyer's base mana pool by 150 points.","Whenever a nearby allied hero casts a spell, it has a 40% chance to restore 20% of its maximum mana. Passively increases the Destroyer's base mana pool by 225 points.","Whenever a nearby allied hero casts a spell, it has a 40% chance to restore 25% of its maximum mana. Passively increases the Destroyer's base mana pool by 300 points.

Essence Shift
Murloc NightcrawlerReciting ancient Nightcrawler incantations, Slark enchants his blade to steal the power and courage from his enemies. Every time Slark hits an enemy hero, he steals 1 point from all attributes of that enemy hero while Slark gains 3 points of Agility. Lasts 15 seconds.","Reciting ancient Nightcrawler incantations, Slark enchants his blade to steal the power and courage from his enemies. Every time Slark hits an enemy hero, he steals 1 point from all attributes of that enemy hero while Slark gains 3 points of Agility. Lasts 30 seconds.","Reciting ancient Nightcrawler incantations, Slark enchants his blade to steal the power and courage from his enemies. Every time Slark hits an enemy hero, he steals 1 point from all attributes of that enemy hero while Slark gains 3 points of Agility. Lasts 60 seconds.","Reciting ancient Nightcrawler incantations, Slark enchants his blade to steal the power and courage from his enemies. Every time Slark hits an enemy hero, he steals 1 point from all attributes of that enemy hero while Slark gains 3 points of Agility. Lasts 120 seconds.
Ether Blast

Ether Shock
Shadow ShamanCalls forth a cone of lightning on a target enemy unit, hitting up to 1 enemy unit for 140 magical damage. Cooldown: 8","Calls forth a cone of lightning on a target enemy unit, hitting up to 3 enemy units for 200 magical damage. Cooldown: 8","Calls forth a cone of lightning on a target enemy unit, hitting up to 5 enemy units for 260 magical damage. Cooldown: 8","Calls forth a cone of lightning on a target enemy unit, hitting up to 7 enemy units for 320 magical damage. Cooldown: 8

Ethereal Blade Stats

Eul Cyclone
Evasion
Sun WukongEvasion
Evasion
Unleashes evil spirits to attack your enemies. Summons 8 ghosts that do 53-58 hero type damage. After the spell ends, the spirits will heal Krobelus for 25% of the damage dealt by them. Lasts 30 seconds. Cooldown: 145","Unleashes evil spirits to attack your enemies. Summons 14 ghosts that do 53-58 hero type damage. After the spell ends, the spirits will heal Krobelus for 25% of the damage dealt by them. Lasts 30 seconds. Cooldown: 145","Unleashes evil spirits to attack your enemies. Summons 21 ghosts that do 53-58 hero type damage. After the spell ends, the spirits will heal Krobelus for 25% of the damage dealt by them. Lasts 30 seconds. Cooldown: 145

Exort
Invoker2 damage per level per instance. Upgrading this skill will give you +2 Intelligence.","2 damage per level per instance. Upgrading this skill will give you +2 Intelligence.","2 damage per level per instance. Upgrading this skill will give you +2 Intelligence.","2 damage per level per instance. Upgrading this skill will give you +2 Intelligence.","2 damage per level per instance. Upgrading this skill will give you +2 Intelligence.","2 damage per level per instance. Upgrading this skill will give you +2 Intelligence.","2 damage per level per instance. Upgrading this skill will give you +2 Intelligence.

Eye of Skadi - Melee

Eye of Skadi - Range
Eye of Skadi Container

Eye of the Storm
Lightning RevenantThe Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts. Lasts 30 seconds. Deals 40 smashing damage per strike every 0.7 seconds. Cooldown: 80 Scepter Upgradeable: Faster strike rate and allows to target buildings.","The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts. Lasts 30 seconds. Deals 54 smashing damage per strike every 0.6 seconds. Cooldown: 70 Scepter Upgradeable: Faster strike rate and allows to target buildings.","The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts. Lasts 30 seconds. Deals 68 smashing damage per strike every 0.5 seconds. Cooldown: 60 Scepter Upgradeable: Faster strike rate and allows to target buildings.
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing 70 magical damage and reducing their attack damage by 20 for 10 seconds. Creeps get their attacks reduced by half as much. Each bounce reduces the damage dealt by 4% Cooldown: 16","Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing 140 magical damage and reducing their attack damage by 25 for 10 seconds. Creeps get their attacks reduced by half as much. Each bounce reduces the damage dealt by 4% Cooldown: 14","Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing 210 magical damage and reducing their attack damage by 30 for 10 seconds. Creeps get their attacks reduced by half as much. Each bounce reduces the damage dealt by 4% Cooldown: 12","Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing 280 magical damage and reducing their attack damage by 35 for 10 seconds. Creeps get their attacks reduced by half as much. Each bounce reduces the damage dealt by 4% Cooldown: 10
Faerie Fire
Temporarily alters the target allies destiny, delaying all damage, healing and regeneration effects on them until False Promise ends. Removes all negative status effects from target for duration. The delayed healing is doubled when it is provided at the end of the duration. Lasts 6 seconds Cooldown: 90","Temporarily alters the target allies destiny, delaying all damage, healing and regeneration effects on them until False Promise ends. Removes all negative status effects from target for duration. The delayed healing is doubled when it is provided at the end of the duration. Lasts 7 seconds Cooldown: 60","Temporarily alters the target allies destiny, delaying all damage, healing and regeneration effects on them until False Promise ends. Removes all negative status effects from target for duration. The delayed healing is doubled when it is provided at the end of the duration. Lasts 8 seconds Cooldown: 30
Bonds up to 3 enemy units together, causing 25% damage dealt to any of them to be dealt to the others as pure damage as well. Lasts 20 seconds. Cooldown: 25","Bonds up to 4 enemy units together, causing 25% damage dealt to any of them to be dealt to the others as pure damage as well. Lasts 20 seconds. Cooldown: 25","Bonds up to 5 enemy units together, causing 25% damage dealt to any of them to be dealt to the others as pure damage as well. Lasts 20 seconds. Cooldown: 25","Bonds up to 6 enemy units together, causing 25% damage dealt to any of them to be dealt to the others as pure damage as well. Lasts 20 seconds. Cooldown: 25
Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance. Can be cast on both allies and enemies. Lasts 3 seconds. Cooldown: 12","Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance. Can be cast on both allies and enemies. Lasts 4 seconds. Cooldown: 12","Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance. Can be cast on both allies and enemies. Lasts 5 seconds. Cooldown: 12","Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance. Can be cast on both allies and enemies. Lasts 6 seconds. Cooldown: 12

Regenerates 3% of enemy's current HP and deals the same portion per attack. ","Regenerates 4% of enemy's current HP and deals the same portion per attack. ","Regenerates 5% of enemy's current HP and deals the same portion per attack. ","Regenerates 6% of enemy's current HP and deals the same portion per attack.
Feral Impulse
LycanthropeIncreases the Lycanthrope's and his units' attack damage and speed by 15%.","Increases the Lycanthrope's and his units' attack damage and speed by 20%.","Increases the Lycanthrope's and his units' attack damage and speed by 25%.","Increases the Lycanthrope's and his units' attack damage and speed by 30%.

Fervor
Troll WarlordWhen Jah'rakal engages an opponent, his animalistic nature grants him even greater proficiency in single combat. With every continuous blow on the same target, Jah'rakal gains an understanding of his prey's defenses, increasing his attack speed by 20 per attack. Maximum of 5 stacks.","When Jah'rakal engages an opponent, his animalistic nature grants him even greater proficiency in single combat. With every continuous blow on the same target, Jah'rakal gains an understanding of his prey's defenses, increasing his attack speed by 25 per attack. Maximum of 5 stacks.","When Jah'rakal engages an opponent, his animalistic nature grants him even greater proficiency in single combat. With every continuous blow on the same target, Jah'rakal gains an understanding of his prey's defenses, increasing his attack speed by 30 per attack. Maximum of 5 stacks.","When Jah'rakal engages an opponent, his animalistic nature grants him even greater proficiency in single combat. With every continuous blow on the same target, Jah'rakal gains an understanding of his prey's defenses, increasing his attack speed by 35 per attack. Maximum of 5 stacks.

Summons dark magic to immobilize and damage a target enemy unit for 100 magical damage per second. Transfers 5% of the target's max mana per second. Provides True Sight over targeted unit. Lasts 5 seconds. Channeling Cooldown: 100. Scepter Upgradeable: Increases damage, duration and manasteal. Any unit, attacking Bane while channeling, will fall asleep with current level of Nightmare.","Summons dark magic to immobilize and damage a target enemy unit for 155 magical damage per second. Transfers 5% of the target's max mana per second. Provides True Sight over targeted unit. Lasts 5 seconds. Channeling Cooldown: 100. Scepter Upgradeable: Increases damage, duration and manasteal. Any unit, attacking Bane while channeling, will fall asleep with current level of Nightmare.","Summons dark magic to immobilize and damage a target enemy unit for 215 magical damage per second. Transfers 5% of the target's max mana per second. Provides True Sight over targeted unit. Lasts 5 seconds. Channeling Cooldown: 100. Scepter Upgradeable: Increases damage, duration and manasteal. Any unit, attacking Bane while channeling, will fall asleep with current level of Nightmare.

Grants you a stackable 40 bonus attack speed and 5% bonus movement speed when you cast a spell. Lasts 10 seconds.","Grants you a stackable 55 bonus attack speed and 6% bonus movement speed when you cast a spell. Lasts 10 seconds.","Grants you a stackable 70 bonus attack speed and 7% bonus movement speed when you cast a spell. Lasts 10 seconds.","Grants you a stackable 85 bonus attack speed and 8% bonus movement speed when you cast a spell. Lasts 10 seconds.

Tears at an enemy, attempting to turn it inside-out. Deals 600 magical damage and grows stronger with each hero it consumes. Use -st command to see bonus damage. Cooldown: 160 Scepter Upgradeable: Increases damage and reduces cooldown. Also provides 300 AoE around the target.","Tears at an enemy, attempting to turn it inside-out. Deals 725 magical damage and grows stronger with each hero it consumes. Use -st command to see bonus damage. Cooldown: 100 Scepter Upgradeable: Increases damage and reduces cooldown. Also provides 300 AoE around the target.","Tears at an enemy, attempting to turn it inside-out. Deals 850 magical damage and grows stronger with each hero it consumes. Use -st command to see bonus damage. Cooldown: 40 Scepter Upgradeable: Increases damage and reduces cooldown. Also provides 300 AoE around the target.

Finger of Death dagon 1

Finger of Death dagon 2

Finger of Death dagon 3

Finger of Death dagon 4

Finger of Death dagon 5
Fire Remnant Learning
Ember SpiritFire Spirits Learn
Phoenix
Blasts a target enemy unit with fire, dealing 55 magical damage and stunning the target. Lasts 1.5 seconds. Cooldown: 12","Blasts a target enemy unit with fire, dealing 110 magical damage and stunning the target. Lasts 1.5 seconds. Cooldown: 12","Blasts a target enemy unit with fire, dealing 165 magical damage and stunning the target. Lasts 1.5 seconds. Cooldown: 12","Blasts a target enemy unit with fire, dealing 220 magical damage and stunning the target. Lasts 1.5 seconds. Cooldown: 12
Firefly
BatriderFlies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm for 10 magical damage per second. Nothing can take the skies from him. Lasts 18 seconds. Cooldown: 40","Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm for 30 magical damage per second. Nothing can take the skies from him. Lasts 18 seconds. Cooldown: 40","Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm for 50 magical damage per second. Nothing can take the skies from him. Lasts 18 seconds. Cooldown: 40","Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm for 70 magical damage per second. Nothing can take the skies from him. Lasts 18 seconds. Cooldown: 40

Firestorm
Pit LordCalls down waves of fire that damage units in an area. Each wave deals 40 damage and 10 dps for 2 seconds. Damage type magical. Lasts for 6 waves. Cooldown: 15","Calls down waves of fire that damage units in an area. Each wave deals 50 damage and 20 dps for 2 seconds. Damage type magical. Lasts for 6 waves. Cooldown: 15","Calls down waves of fire that damage units in an area. Each wave deals 60 damage and 30 dps for 2 seconds. Damage type magical. Lasts for 6 waves. Cooldown: 15","Calls down waves of fire that damage units in an area. Each wave deals 70 damage and 40 dps for 2 seconds. Damage type magical. Lasts for 6 waves. Cooldown: 15

Slams the ground with Raigor's mighty totem, dealing 110 magical damage in a line and stunning for 1 second. Leaves an impassable crevasse in the ground for 8 seconds. Cooldown: 15","Slams the ground with Raigor's mighty totem, dealing 160 magical damage in a line and stunning for 1.25 seconds. Leaves an impassable crevasse in the ground for 8 seconds. Cooldown: 15","Slams the ground with Raigor's mighty totem, dealing 210 magical damage in a line and stunning for 1.5 seconds. Leaves an impassable crevasse in the ground for 8 seconds. Cooldown: 15","Slams the ground with Raigor's mighty totem, dealing 260 magical damage in a line and stunning for 1.75 seconds. Leaves an impassable crevasse in the ground for 8 seconds. Cooldown: 15

The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 1000 aoe. Lasts 15 seconds or 3 attacks. Does not work with illusions. Cooldown: 30 Orb effects do not stack","The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 1000 aoe. Lasts 15 seconds or 4 attacks. Does not work with illusions. Cooldown: 30 Orb effects do not stack","The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 1000 aoe. Lasts 15 seconds or 5 attacks. Does not work with illusions. Cooldown: 30 Orb effects do not stack","The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 1000 aoe. Lasts 15 seconds or 6 attacks. Does not work with illusions. Cooldown: 30 Orb effects do not stack
Xin surrounds himself with a ring of fire that consumes up to 50 incoming magic damage, leaving him unharmed. Deals 30 magical damage per second in a 400 aoe. Lasts up to 8 seconds or until used up. Cooldown: 35","Xin surrounds himself with a ring of fire that consumes up to 200 incoming magic damage, leaving him unharmed. Deals 40 magical damage per second in a 400 aoe. Lasts up to 12 seconds or until used up. Cooldown: 35","Xin surrounds himself with a ring of fire that consumes up to 350 incoming magic damage, leaving him unharmed. Deals 50 magical damage per second in a 400 aoe. Lasts up to 16 seconds or until used up. Cooldown: 35","Xin surrounds himself with a ring of fire that consumes up to 500 incoming magic damage, leaving him unharmed. Deals 60 magical damage per second in a 400 aoe. Lasts up to 20 seconds or until used up. Cooldown: 35
Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon arriving at the location, the missile explodes, spreading fire over all nearby foes, as well as knocking them away from the impact. Any unit who has been Napalmed will take additional damage. Knockback proportional distance from center. Deals 25 magical damage per second. Debuff lasts 3 seconds. Cooldown: 14","Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon arriving at the location, the missile explodes, spreading fire over all nearby foes, as well as knocking them away from the impact. Any unit who has been Napalmed will take additional damage. Knockback proportional distance from center. Deals 30 magical damage per second. Debuff lasts 4 seconds. Cooldown: 14","Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon arriving at the location, the missile explodes, spreading fire over all nearby foes, as well as knocking them away from the impact. Any unit who has been Napalmed will take additional damage. Knockback proportional distance from center. Deals 35 magical damage per second. Debuff lasts 5 seconds. Cooldown: 14","Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon arriving at the location, the missile explodes, spreading fire over all nearby foes, as well as knocking them away from the impact. Any unit who has been Napalmed will take additional damage. Knockback proportional distance from center. Deals 40 magical damage per second. Debuff lasts 6 seconds. Cooldown: 14

Snags a target with a constricting lasso for 3 seconds, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso. Cooldown: 90 Scepter Upgradeable: Flaming Lasso will grab its target, as well as the target's nearest allied hero. Also causes Lasso to deal 100 damage per second.","Snags a target with a constricting lasso for 3.5 seconds, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso. Cooldown: 75 Scepter Upgradeable: Flaming Lasso will grab its target, as well as the target's nearest allied hero. Also causes Lasso to deal 100 damage per second.","Snags a target with a constricting lasso for 4 seconds, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso. Cooldown: 60 Scepter Upgradeable: Flaming Lasso will grab its target, as well as the target's nearest allied hero. Also causes Lasso to deal 100 damage per second.

Dirge's hatred for all living beings allows him to transform into a monster. While he's transformed he carries a plague that affects nearby enemy units in a 750 area. Amplifies damage enemy units receive by up to 20% and reduces their movement speed by up to 20%. When a plagued unit dies, its essence is transfered back to the Undying, healing it for 6(2)% of its maximum life. Lasts 30 seconds. Cooldown: 75","Dirge's hatred for all living beings allows him to transform into a monster. While he's transformed he carries a plague that affects nearby enemy units in a 750 area. Amplifies damage enemy units receive by up to 25% and reduces their movement speed by up to 20%. When a plagued unit dies, its essence is transfered back to the Undying, healing it for 6(2)% of its maximum life. Lasts 30 seconds. Cooldown: 75","Dirge's hatred for all living beings allows him to transform into a monster. While he's transformed he carries a plague that affects nearby enemy units in a 750 area. Amplifies damage enemy units receive by up to 30% and reduces their movement speed by up to 20%. When a plagued unit dies, its essence is transfered back to the Undying, healing it for 6(2)% of its maximum life. Lasts 30 seconds. Cooldown: 75

Reduces damage taken from magic by 6%. Pudge gains 1 STR per hero that dies nearby or is killed by him. This skill is retroactive - Strength bonus recounting everytime it's learned and counter is always active.","Reduces damage taken from magic by 8%. Pudge gains 1.5 STR per hero that dies nearby or is killed by him. This skill is retroactive - Strength bonus recounting everytime it's learned and counter is always active.","Reduces damage taken from magic by 10%. Pudge gains 2.0 STR per hero that dies nearby or is killed by him. This skill is retroactive - Strength bonus recounting everytime it's learned and counter is always active.","Reduces damage taken from magic by 12%. Pudge gains 2.5 STR per hero that dies nearby or is killed by him. This skill is retroactive - Strength bonus recounting everytime it's learned and counter is always active.

Engulfs an enemy unit with swirling volatile energy for 6 seconds, slowing it's movement speed by 50% and dealing 15 magical damage per second if it is alone. The effect is muted if there is a nearby enemy unit within 225 aoe. Cooldown: 20","Engulfs an enemy unit with swirling volatile energy for 6 seconds, slowing it's movement speed by 50% and dealing 30 magical damage per second if it is alone. The effect is muted if there is a nearby enemy unit within 225 aoe. Cooldown: 20","Engulfs an enemy unit with swirling volatile energy for 6 seconds, slowing it's movement speed by 50% and dealing 45 magical damage per second if it is alone. The effect is muted if there is a nearby enemy unit within 225 aoe. Cooldown: 20","Engulfs an enemy unit with swirling volatile energy for 6 seconds, slowing it's movement speed by 50% and dealing 60 magical damage per second if it is alone. The effect is muted if there is a nearby enemy unit within 225 aoe. Cooldown: 20
Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target. Damage is reduced by 50% in this state. Duration: 20 Cooldown: 60 Scepter Upgradeable: Improves cooldown and damage.","Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target. Damage is reduced by 40% in this state. Duration: 20 Cooldown: 60 Scepter Upgradeable: Improves cooldown and damage.","Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target. Damage is reduced by 30% in this state. Duration: 20 Cooldown: 60 Scepter Upgradeable: Improves cooldown and damage.

Force of Nature
ProphetConverts an area of trees into 2 Treants. Treants have 550 hit points and deal 30-34 damage. Lasts 60 seconds. Cooldown: 37","Converts an area of trees into 3 Treants. Treants have 550 hit points and deal 30-34 damage. Lasts 60 seconds. Cooldown: 37","Converts an area of trees into 4 Treants. Treants have 550 hit points and deal 30-34 damage. Lasts 60 seconds. Cooldown: 37","Converts an area of trees into 5 Treants. Treants have 550 hit points and deal 30-34 damage. Lasts 60 seconds. Cooldown: 37
Force Staff
Channels Nerif's power into a bolt of scouring energy for up to 2.5 seconds. When released the bolt strikes the targeted enemy, dealing 90 magical damage and purging in a 300 AoE around them. The purge duration is equal to the time spent channeling. Channeling Cooldown: 15","Channels Nerif's power into a bolt of scouring energy for up to 2.5 seconds. When released the bolt strikes the targeted enemy, dealing 120 magical damage and purging in a 300 AoE around them. The purge duration is equal to the time spent channeling. Channeling Cooldown: 12","Channels Nerif's power into a bolt of scouring energy for up to 2.5 seconds. When released the bolt strikes the targeted enemy, dealing 150 magical damage and purging in a 300 AoE around them. The purge duration is equal to the time spent channeling. Channeling Cooldown: 9","Channels Nerif's power into a bolt of scouring energy for up to 2.5 seconds. When released the bolt strikes the targeted enemy, dealing 180 magical damage and purging in a 300 AoE around them. The purge duration is equal to the time spent channeling. Channeling Cooldown: 6
Summons many random icy explosions per second in an area around Rylai for 10 seconds. Each explosion deals 105 magical damage. Enemy units in the Freezing Field are slowed. Channeling Cooldown: 90 Scepter Upgradeable: Increases damage and slow in aoe.","Summons many random icy explosions per second in an area around Rylai for 10 seconds. Each explosion deals 170 magical damage. Enemy units in the Freezing Field are slowed. Channeling Cooldown: 90 Scepter Upgradeable: Increases damage and slow in aoe.","Summons many random icy explosions per second in an area around Rylai for 10 seconds. Each explosion deals 250 magical damage. Enemy units in the Freezing Field are slowed. Channeling Cooldown: 90 Scepter Upgradeable: Increases damage and slow in aoe.

Creates a shield of frost around a target friendly unit or structure. The shield adds 3 armor and slows units that attack it for 2 seconds. Lasts 40 seconds. Cooldown: 5","Creates a shield of frost around a target friendly unit or structure. The shield adds 5 armor and slows units that attack it for 2 seconds. Lasts 40 seconds. Cooldown: 5","Creates a shield of frost around a target friendly unit or structure. The shield adds 7 armor and slows units that attack it for 2 seconds. Lasts 40 seconds. Cooldown: 5","Creates a shield of frost around a target friendly unit or structure. The shield adds 9 armor and slows units that attack it for 2 seconds. Lasts 40 seconds. Cooldown: 5

Adds a cold effect to each attack, slowing a target enemy unit's movement speed by 15%. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Adds a cold effect to each attack, slowing a target enemy unit's movement speed by 30%. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Adds a cold effect to each attack, slowing a target enemy unit's movement speed by 45%. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Adds a cold effect to each attack, slowing a target enemy unit's movement speed by 60%. Cooldown: 0 Orb effects do not stack Buff placers do not stack

Blasts enemy units with a wave of frost that deals 50 target damage and 75 nova damage. Cold damage slows movement and attack rates for 4 seconds. Deals magical damage. Cooldown: 8","Blasts enemy units with a wave of frost that deals 100 target damage and 100 nova damage. Cold damage slows movement and attack rates for 4 seconds. Deals magical damage. Cooldown: 8","Blasts enemy units with a wave of frost that deals 150 target damage and 125 nova damage. Cold damage slows movement and attack rates for 4 seconds. Deals magical damage. Cooldown: 8","Blasts enemy units with a wave of frost that deals 200 target damage and 150 nova damage. Cold damage slows movement and attack rates for 4 seconds. Deals magical damage. Cooldown: 8

Encases an enemy in a block of ice, dealing 50 magical damage per 0.5 second for 1.5 seconds. Cooldown: 9","Encases an enemy in a block of ice, dealing 50 magical damage per 0.5 second for 2 seconds. Cooldown: 8","Encases an enemy in a block of ice, dealing 50 magical damage per 0.5 second for 2.5 seconds. Cooldown: 7","Encases an enemy in a block of ice, dealing 50 magical damage per 0.5 second for 3 seconds. Cooldown: 6
The legendary Frostmourne brands enemies it strikes in it's chilling embrace, slowing their attack and movement speed by 5%. Allies who attack a Marked target gain 10 bonus attack speed and 15% movement speed for a short time. Buff placers do not stack","The legendary Frostmourne brands enemies it strikes in it's chilling embrace, slowing their attack and movement speed by 10%. Allies who attack a Marked target gain 20 bonus attack speed and 15% movement speed for a short time. Buff placers do not stack","The legendary Frostmourne brands enemies it strikes in it's chilling embrace, slowing their attack and movement speed by 15%. Allies who attack a Marked target gain 30 bonus attack speed and 15% movement speed for a short time. Buff placers do not stack","The legendary Frostmourne brands enemies it strikes in it's chilling embrace, slowing their attack and movement speed by 20%. Allies who attack a Marked target gain 40 bonus attack speed and 15% movement speed for a short time. Buff placers do not stack
Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which affects all enemy units within 600 range, reducing movement speed by 10% and attack speed by 30%. Lasts for 30 seconds. Cooldown: 50","Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which affects all enemy units within 600 range, reducing movement speed by 15% and attack speed by 40%. Lasts for 30 seconds. Cooldown: 50","Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which affects all enemy units within 600 range, reducing movement speed by 20% and attack speed by 50%. Lasts for 30 seconds. Cooldown: 50","Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which affects all enemy units within 600 range, reducing movement speed by 25% and attack speed by 60%. Lasts for 30 seconds. Cooldown: 50
Furion Aghanim Effect
Each attack deepens the wound in the target, causing each attack to deal 15 more physical damage than the previous attack. ","Each attack deepens the wound in the target, causing each attack to deal 20 more physical damage than the previous attack. ","Each attack deepens the wound in the target, causing each attack to deal 25 more physical damage than the previous attack. ","Each attack deepens the wound in the target, causing each attack to deal 30 more physical damage than the previous attack.

Geminate Attack
Nerubian Weaver
Generic Item-Rejuv Effect

Kaolin runs a magnetic charge through the targeted ally or rock, quickly pulling them to him. Enemies struck by the target being pulled will be silenced for 2.5 second, and will also be dealt 50 magical damage if the pulled target is a Rock. Cooldown: 13 Scepter Upgradeable: Allied units can be targeted. This tooltip doesn't update. ","Kaolin runs a magnetic charge through the targeted ally or rock, quickly pulling them to him. Enemies struck by the target being pulled will be silenced for 3 second, and will also be dealt 100 magical damage if the pulled target is a Rock. Cooldown: 13 Scepter Upgradeable: Allied units can be targeted. This tooltip doesn't update. ","Kaolin runs a magnetic charge through the targeted ally or rock, quickly pulling them to him. Enemies struck by the target being pulled will be silenced for 3.5 second, and will also be dealt 150 magical damage if the pulled target is a Rock. Cooldown: 13 Scepter Upgradeable: Allied units can be targeted. This tooltip doesn't update.","Kaolin runs a magnetic charge through the targeted ally or rock, quickly pulling them to him. Enemies struck by the target being pulled will be silenced for 4 second, and will also be dealt 200 magical damage if the pulled target is a Rock. Cooldown: 13 Scepter Upgradeable: Allied units can be targeted. This tooltip doesn't update.
Deals 8 magical damage per second for 2 seconds and slows movement speed by 5%. Stacks with other Geomancers. Buff placers do not stack","Deals 16 magical damage per second for 2 seconds and slows movement speed by 10%. Stacks with other Geomancers. Buff placers do not stack","Deals 24 magical damage per second for 2 seconds and slows movement speed by 15%. Stacks with other Geomancers. Buff placers do not stack","Deals 32 magical damage per second for 2 seconds and slows movement speed by 20%. Stacks with other Geomancers. Buff placers do not stack
Ghost
Ice Blast
Ghost Potion

The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage for 10 seconds, causing them to feel 70% of the pain now and 30% after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for 400 magical damage and 1.4 seconds stun when the ship crashes. Cooldown: 60 Scepter Upgradeable: Drags enemies along with Ghost Ship and makes it start from your position, not from behind.","The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage for 10 seconds, causing them to feel 60% of the pain now and 40% after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for 500 magical damage and 1.4 seconds stun when the ship crashes. Cooldown: 50 Scepter Upgradeable: Drags enemies along with Ghost Ship and makes it start from your position, not from behind.","The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage for 10 seconds, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for 600 magical damage and 1.4 seconds stun when the ship crashes. Scepter Upgradeable: Drags enemies along with Ghost Ship and makes it start from your position, not from behind. Cooldown: 40
Deals 30% of your intelligence in bonus pure damage. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Deals 50% of your intelligence in bonus pure damage. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Deals 70% of your intelligence in bonus pure damage. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Deals 90% of your intelligence in bonus pure damage. Cooldown: 0 Orb effects do not stack Buff placers do not stack
Glimpse
DisruptorThrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago. 600 cast range. Cooldown: 60","Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago. 1000 cast range. Cooldown: 46","Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago. 1400 cast range. Cooldown: 32","Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago. 1800 cast range. Cooldown: 18
Stops all enemies on the map from casting spells for 4 seconds. Cooldown: 130 Scepter Upgradeable: Applies Curse of the Silent globally.","Stops all enemies on the map from casting spells for 5 seconds. Cooldown: 130 Scepter Upgradeable: Applies Curse of the Silent globally.","Stops all enemies on the map from casting spells for 6 seconds. Cooldown: 130 Scepter Upgradeable: Applies Curse of the Silent globally.

Goblin Techies

The greedy Goblin converts the creep's corpse into 6 extra gold on each enemy that he kills. An extra 3 gold for each kill you made in the last 30 seconds. 12 bonus gold cap. Scepter Upgradeable: Allows Alchemist to donate his Aghanim's Scepter to an allied hero as a buff which takes no item slot.","The greedy Goblin converts the creep's corpse into 8 extra gold on each enemy that he kills. An extra 3 gold for each kill you made in the last 30 seconds. 20 bonus gold cap. Passively increase gold gained from Bounty runes to 2x. Scepter Upgradeable: Allows Alchemist to donate his Aghanim's Scepter to an allied hero as a buff which takes no item slot.","The greedy Goblin converts the creep's corpse into 10 extra gold on each enemy that he kills. An extra 3 gold for each kill you made in the last 30 seconds. 28 bonus gold cap. Passively increase gold gained from Bounty runes to 2x. Scepter Upgradeable: Allows Alchemist to donate his Aghanim's Scepter to an allied hero as a buff which takes no item slot.","The greedy Goblin converts the creep's corpse into 12 extra gold on each enemy that he kills. An extra 3 gold for each kill you made in the last 30 seconds. 36 bonus gold cap. Passively increase gold gained from Bounty runes to 3x. Scepter Upgradeable: Allows Alchemist to donate his Aghanim's Scepter to an allied hero as a buff which takes no item slot.

God's Strength
Rogue KnightSven gets pumped up! Adds 100% damage for 25 seconds. Cooldown: 100","Sven gets pumped up! Adds 150% damage for 25 seconds. Cooldown: 100","Sven gets pumped up! Adds 200% damage for 25 seconds. Cooldown: 100

Visage drains the life from a target, causing it to lose 64% of its attack speed and 32% of its move speed. Visage then gains 64% bonus attack speed and 32% bonus movement speed. Lasts 3 seconds. Cooldown: 16","Visage drains the life from a target, causing it to lose 64% of its attack speed and 32% of its move speed. Visage then gains 64% bonus attack speed and 32% bonus movement speed. Lasts 4 seconds. Cooldown: 14","Visage drains the life from a target, causing it to lose 64% of its attack speed and 32% of its move speed. Visage then gains 64% bonus attack speed and 32% bonus movement speed. Lasts 5 seconds. Cooldown: 12","Visage drains the life from a target, causing it to lose 64% of its attack speed and 32% of its move speed. Visage then gains 64% bonus attack speed and 32% bonus movement speed. Lasts 6 seconds. Cooldown: 10

Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance. However, the energy degenerates with every instance of damage taken and will require time to recover back to full strength. Has 4 layers, 1 Armor and 3% Magic Resistance per layer. Recovers in 4 seconds. ","Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance. However, the energy degenerates with every instance of damage taken and will require time to recover back to full strength. Has 4 layers, 2 Armor and 6% Magic Resistance per layer. Recovers in 4 seconds. ","Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance. However, the energy degenerates with every instance of damage taken and will require time to recover back to full strength. Has 4 layers, 4 Armor and 12% Magic Resistance per layer. Recovers in 4 seconds. ","Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance. However, the energy degenerates with every instance of damage taken and will require time to recover back to full strength. Has 4 layers, 5 Armor and 16% Magic Resistance per layer. Recovers in 4 seconds.

Great Cleave
Rogue KnightSven attacks with such strength that 30% of his damage is dealt to nearby enemies.","Sven attacks with such strength that 40% of his damage is dealt to nearby enemies.","Sven attacks with such strength that 50% of his damage is dealt to nearby enemies.","Sven attacks with such strength that 60% of his damage is dealt to nearby enemies.
Gives a 17% chance to knockback enemies for 1 second and take magical damage equal to 22% of your speed. You gain 15% movement speed bonus for 3 seconds when this triggers.","Gives a 17% chance to knockback enemies for 1.2 seconds and take magical damage equal to 28% of your speed. You gain 15% movement speed bonus for 3 seconds when this triggers.","Gives a 17% chance to knockback enemies for 1.4 seconds and take magical damage equal to 30% of your speed. You gain 34% movement speed bonus for 3 seconds when this triggers.","Gives a 17% chance to knockback enemies for 1.6 seconds and take magical damage equal to 40% of your speed. You gain 15% movement speed bonus for 3 seconds when this triggers.

Grow
Stone GiantIncreases Tiny's damage by 50, but reduces his attack speed by 20%. Also grants +20 movespeed. Scepter Upgradeable: Adds Siege Attack.","Increases Tiny's damage by 100, but reduces his attack speed by 35%. Also grants +40 movespeed. Scepter Upgradeable: Adds Siege Attack.","Increases Tiny's damage by 150, but reduces his attack speed by 50%. Also grants +60 movespeed. Scepter Upgradeable: Adds Siege Attack.

Grants all nearby friendly units near-invulnerability to physical damage. Lasts 6 seconds. Cooldown: 150 Scepter Upgradeable: Global range. Affects buildings. Increases duration.","Grants all nearby friendly units near-invulnerability to physical damage. Lasts 7 seconds. Cooldown: 150 Scepter Upgradeable: Global range. Affects buildings. Increases duration.","Grants all nearby friendly units near-invulnerability to physical damage. Lasts 8 seconds. Cooldown: 150 Scepter Upgradeable: Global range. Affects buildings. Increases duration.

Guinsoo Stat Bonus
Guinsoo's Scythe

Attacks an enemy unit with a powerful tidal spirit. Deals 110 magical damage, reduces the target's armor by 3, and slows its speed by 40%. Lasts 4 seconds. Cooldown: 12 Scepter Upgradeable: Turns Gush into a wave which affects every enemy around it. Reduced Cooldown as well.","Attacks an enemy unit with a powerful tidal spirit. Deals 160 magical damage, reduces the target's armor by 4, and slows its speed by 40%. Lasts 4 seconds. Cooldown: 12 Scepter Upgradeable: Turns Gush into a wave which affects every enemy around it. Reduced Cooldown as well.","Attacks an enemy unit with a powerful tidal spirit. Deals 210 magical damage, reduces the target's armor by 5, and slows its speed by 40%. Lasts 4 seconds. Cooldown: 12 Scepter Upgradeable: Turns Gush into a wave which affects every enemy around it. Reduced Cooldown as well.","Attacks an enemy unit with a powerful tidal spirit. Deals 260 magical damage, reduces the target's armor by 6, and slows its speed by 40%. Lasts 4 seconds. Cooldown: 12 Scepter Upgradeable: Turns Gush into a wave which affects every enemy around it. Reduced Cooldown as well.
Releases a wave that knocks back enemy units and silences them for 3 seconds. Knockback distance is inversely proportional to the distance from Drow Ranger. Cooldown: 13","Releases a wave that knocks back enemy units and silences them for 4 seconds. Knockback distance is inversely proportional to the distance from Drow Ranger. Cooldown: 13","Releases a wave that knocks back enemy units and silences them for 5 seconds. Knockback distance is inversely proportional to the distance from Drow Ranger. Cooldown: 13","Releases a wave that knocks back enemy units and silences them for 6 seconds. Knockback distance is inversely proportional to the distance from Drow Ranger. Cooldown: 13

Heals all allied Heroes for 200 HP. Fully Regenerates converted creeps. Cooldown: 160 Scepter Upgradeable: Dramatically reduces cooldown.","Heals all allied Heroes for 300 HP. Fully Regenerates converted creeps. Cooldown: 140 Scepter Upgradeable: Dramatically reduces cooldown.","Heals all allied Heroes for 400 HP. Fully Regenerates converted creeps. Cooldown: 120 Scepter Upgradeable: Dramatically reduces cooldown.
Hand of Midas
Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 30% damage and each of them will attack only its pair. Haunting images have a 1 second delay before they become active. Lasts 4 seconds. Cooldown: 140 Scepter Upgradeable: Adds Shadow Step ability to perform a single target Haunt.","Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 30% damage and each of them will attack only its pair. Haunting images have a 1 second delay before they become active. Lasts 5 seconds. Cooldown: 130 Scepter Upgradeable: Adds Shadow Step ability to perform a single target Haunt. ","Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 30% damage and each of them will attack only its pair. Haunting images have a 1 second delay before they become active. Lasts 6 seconds. Cooldown: 120 Scepter Upgradeable: Adds Shadow Step ability to perform a single target Haunt.
Headdress of Rejuvenation Aura
aura
40% of the time, Kardel deals 15 bonus physical damage and slow target's speed for 100% for .5 seconds.","40% of the time, Kardel deals 40 bonus physical damage and slow target's speed for 100% for .5 seconds.","40% of the time, Kardel deals 65 bonus physical damage and slow target's speed for 100% for .5 seconds.","40% of the time, Kardel deals 90 bonus physical damage and slow target's speed for 100% for .5 seconds.

Healing Salve
heal
Summons a ward that heals 2% of all nearby friendly non-mechanical units' hit points per second. Lasts 20 seconds. Cooldown: 60","Summons a ward that heals 3% of all nearby friendly non-mechanical units' hit points per second. Lasts 20 seconds. Cooldown: 60","Summons a ward that heals 4% of all nearby friendly non-mechanical units' hit points per second. Lasts 20 seconds. Cooldown: 60","Summons a ward that heals 5% of all nearby friendly non-mechanical units' hit points per second. Lasts 20 seconds. Cooldown: 60
Stills the hearts of nearby opponents, causing them to lose 0.6% of their max HP per second. AoE of 1000. ","Stills the hearts of nearby opponents, causing them to lose 0.9% of their max HP per second. AoE of 1000. ","Stills the hearts of nearby opponents, causing them to lose 1.2% of their max HP per second. AoE of 1000. ","Stills the hearts of nearby opponents, causing them to lose 1.5% of their max HP per second. AoE of 1000.

Launches a missile at the nearest visible enemy hero. Range of 2500. Deals 125 magical damage, 2 targets. Cooldown: 25 Scepter Upgradeable: Increases target count.","Launches a missile at the nearest visible enemy hero. Range of 2500. Deals 200 magical damage, 2 targets. Cooldown: 25 Scepter Upgradeable: Increases target count.","Launches a missile at the nearest visible enemy hero. Range of 2500. Deals 275 magical damage, 2 targets. Cooldown: 25 Scepter Upgradeable: Increases target count.","Launches a missile at the nearest visible enemy hero. Range of 2500. Deals 350 magical damage, 2 targets. Cooldown: 25 Scepter Upgradeable: Increases target count.

Heavens Halberd disarm
disarm
Leoric launches a sphere of hellfire from the end of his sword, causing his victim to burst into flames. Deals 50 magical damage and stuns for 2 seconds followed by a 20% slow and 15 dps for 2 seconds. Cooldown: 8","Leoric launches a sphere of hellfire from the end of his sword, causing his victim to burst into flames. Deals 100 magical damage and stuns for 2 seconds followed by a 20% slow and 30 dps for 2 seconds. Cooldown: 8","Leoric launches a sphere of hellfire from the end of his sword, causing his victim to burst into flames. Deals 150 magical damage and stuns for 2 seconds followed by a 20% slow and 40 dps for 2 seconds. Cooldown: 8","Leoric launches a sphere of hellfire from the end of his sword, causing his victim to burst into flames. Deals 200 magical damage and stuns for 2 seconds followed by a 20% slow and 50 dps for 2 seconds. Cooldown: 8

Takes control of a target enemy unit. Cap of 1 unit. If the persuaded creep's base health is naturally below 700, its base health will be raised to 700. Cooldown: 30 Scepter Upgradeable: Allows to target Ancient creeps, 1 per every Hand of God level.","Takes control of a target enemy unit. Cap of 2 units. If the persuaded creep's base health is naturally below 800, its base health will be raised to 800. Cooldown: 26 Scepter Upgradeable: Allows to target Ancient creeps, 1 per every Hand of God level.","Takes control of a target enemy unit. Cap of 3 units. If the persuaded creep's base health is naturally below 900, its base health will be raised to 900. Cooldown: 22 Scepter Upgradeable: Allows to target Ancient creeps, 1 per every Hand of God level.","Takes control of a target enemy unit. Cap of 4 units. If the persuaded creep's base health is naturally below 1000, its base health will be raised to 1000. Cooldown: 18 Scepter Upgradeable: Allows to target Ancient creeps, 1 per every Hand of God level.

The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target up to 2.2 seconds and deals up to 125 magical damage based on how much it traveled. The missile can be destroyed by 3 attacks from a hero or 6 from a tower. Cooldown: 20 ","The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target up to 2.4 seconds and deals up to 250 magical damage based on how much it traveled. The missile can be destroyed by 3 attacks from a hero or 6 from a tower. Cooldown: 17","The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target up to 2.6 seconds and deals up to 375 magical damage based on how much it traveled. The missile can be destroyed by 4 attacks from a hero or 8 from a tower. Cooldown: 14","The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target up to 2.8 seconds and deals up to 500 magical damage based on how much it traveled. The missile can be destroyed by 5 attacks from a hero or 10 from a tower. Cooldown: 11

Slams the ground, dealing 100 magical damage to nearby enemy land units and stunning them for 2 seconds. Cooldown: 13","Slams the ground, dealing 150 magical damage to nearby enemy land units and stunning them for 2.25 seconds. Cooldown: 13","Slams the ground, dealing 200 magical damage to nearby enemy land units and stunning them for 2.5 seconds. Cooldown: 13","Slams the ground, dealing 250 magical damage to nearby enemy land units and stunning them for 2.75 seconds. Cooldown: 13

Fires a grappling, piston-like attachment at a unit or location. It will latch on the first non-neutral target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take 100 magical damage and be stunned for 1 second. 2000 range. Cooldown: 70 Scepter Upgradeable: Lowers cooldown.","Fires a grappling, piston-like attachment at a unit or location. It will latch on the first non-neutral target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take 200 magical damage and be stunned for 1.5 seconds. 2500 range. Cooldown: 55 Scepter Upgradeable: Lowers cooldown.","Fires a grappling, piston-like attachment at a unit or location. It will latch on the first non-neutral target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take 300 magical damage and be stunned for 2 seconds. 3000 range. Cooldown: 40 Scepter Upgradeable: Lowers cooldown.

Howl
LycanthropeAn eerie loud howl grants an inner strength to all player controlled units, giving heroes 14 bonus damage and units 5 bonus damage. Lasts 10 seconds. Cooldown: 50","An eerie loud howl grants an inner strength to all player controlled units, giving heroes 26 bonus damage and units 10 bonus damage. Lasts 10 seconds. Cooldown: 45","An eerie loud howl grants an inner strength to all player controlled units, giving heroes 38 bonus damage and units 15 bonus damage. Lasts 10 seconds. Cooldown: 40","An eerie loud howl grants an inner strength to all player controlled units, giving heroes 50 bonus damage and units 20 bonus damage. Lasts 10 seconds. Cooldown: 35

Hunter in the Night
Night StalkerHurricane Pike
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing 20 magical damage over time and slowing any units he comes into contact with by 25% for 4 seconds, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts Supernova, the dive ends. Costs 15% of current HP to cast. Cooldown: 36","Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing 40 magical damage over time and slowing any units he comes into contact with by 25% for 4 seconds, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts Supernova, the dive ends. Costs 15% of current HP to cast. Cooldown: 36","Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing 60 magical damage over time and slowing any units he comes into contact with by 25% for 4 seconds, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts Supernova, the dive ends. Costs 15% of current HP to cast. Cooldown: 36","Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing 80 magical damage over time and slowing any units he comes into contact with by 25% for 4 seconds, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts Supernova, the dive ends. Costs 15% of current HP to cast. Cooldown: 36
Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within 275 area of where his presence was upon release. It will deal 250 magical damage to enemy units and apply a frostbite curse on them where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range, aoe increases by a very small amount based on distance. Frostbitten units will take 12.5 magical damage per second. Frostbite lasts 8 seconds. Shatters units below 10% hit points. Cooldown: 60 Scepter Upgradeable: Increases duration.","Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within 275 area of where his presence was upon release. It will deal 350 magical damage to enemy units and apply a frostbite curse on them where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range, aoe increases by a very small amount based on distance. Frostbitten units will take 20 magical damage per second. Frostbite lasts 9 seconds. Shatters units below 11% hit points. Cooldown: 50 Scepter Upgradeable: Increases duration.","Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within 275 area of where his presence was upon release. It will deal 450 magical damage to enemy units and apply a frostbite curse on them where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range, aoe increases by a very small amount based on distance. Frostbitten units will take 32 magical damage per second. Frostbite lasts 10 seconds. Shatters units below 12% hit points. Cooldown: 40 Scepter Upgradeable: Increases duration.

Creates a path of ice in front of Jakiro. After 0.5 seconds, the path forms and freezes any enemy unit that touches it for its duration. Path and stun lasts 1 second. Deals 50 magical damage. Cooldown: 12","Creates a path of ice in front of Jakiro. After 0.5 seconds, the path forms and freezes any enemy unit that touches it for its duration. Path and stun lasts 1.5 seconds. Deals 50 magical damage. Cooldown: 11","Creates a path of ice in front of Jakiro. After 0.5 seconds, the path forms and freezes any enemy unit that touches it for its duration. Path and stun lasts 2 seconds. Deals 50 magical damage. Cooldown: 10","Creates a path of ice in front of Jakiro. After 0.5 seconds, the path forms and freezes any enemy unit that touches it for its duration. Path and stun lasts 2.5 seconds. Deals 50 magical damage. Cooldown: 9
Tuskarr compresses shards of ice into a ball of frozen energy that deals 70 magical damage to all enemies in comes in contact with. If the ball reaches its target point the shards are released, creating a barrier that lasts for 7 seconds. Cooldown: 18 ","Tuskarr compresses shards of ice into a ball of frozen energy that deals 140 magical damage to all enemies in comes in contact with. If the ball reaches its target point the shards are released, creating a barrier that lasts for 7 seconds. Cooldown: 16","Tuskarr compresses shards of ice into a ball of frozen energy that deals 210 magical damage to all enemies in comes in contact with. If the ball reaches its target point the shards are released, creating a barrier that lasts for 7 seconds. Cooldown: 14","Tuskarr compresses shards of ice into a ball of frozen energy that deals 280 magical damage to all enemies in comes in contact with. If the ball reaches its target point the shards are released, creating a barrier that lasts for 7 seconds. Cooldown: 12
Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Reduces enemy movement speed by 15% and magical resistance by 15%. Lasts 16 seconds. Cooldown: 4","Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Reduces enemy movement speed by 20% and magical resistance by 20%. Lasts 16 seconds. Cooldown: 4","Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Reduces enemy movement speed by 25% and magical resistance by 25%. Lasts 16 seconds. Cooldown: 4","Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Reduces enemy movement speed by 30% and magical resistance by 30%. Lasts 16 seconds. Cooldown: 4
ICEARMOR
ICEARMORNEW (NEW)
Icy hands

Ignites a target, causing it to take 26 magical damage a second for 5 seconds. In addition, target is slowed by 20%. Cooldown: 15","Ignites a target, causing it to take 34 magical damage a second for 6 seconds. In addition, target is slowed by 22%. Cooldown: 15","Ignites a target, causing it to take 42 magical damage a second for 7 seconds. In addition, target is slowed by 24%. Cooldown: 15","Ignites a target, causing it to take 50 magical damage a second for 8 seconds. In addition, target is slowed by 26%. Cooldown: 15

Channel a powerful globe of energy. When released, it deals magical damage to enemies in a line. Channels for 100 damage per second, for up to 2 seconds. Cooldown: 10 Scepter Upgradeable: heals up allied units in a line for the same amount. Works only in day time. Note: This tooltip does not update.","Channel a powerful globe of energy. When released, it deals magical damage to enemies in a line. Channels for 100 damage per second, for up to 3 seconds. Cooldown: 10 Scepter Upgradeable: heals up allied units in a line for the same amount. Works only in day time. Note: This tooltip does not update.","Channel a powerful globe of energy. When released, it deals magical damage to enemies in a line. Channels for 100 damage per second, for up to 4 seconds. Cooldown: 10 Scepter Upgradeable: heals up allied units in a line for the same amount. Works only in day time. Note: This tooltip does not update.","Channel a powerful globe of energy. When released, it deals magical damage to enemies in a line. Channels for 100 damage per second, for up to 5 seconds. Cooldown: 10 Scepter Upgradeable: heals up allied units in a line for the same amount. Works only in day time. Note: This tooltip does not update.
Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. 1950 Range, 200 AOE. 70 magical damage. Cooldown: 11","Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. 1950 Range, 200 AOE. 140 magical damage. Cooldown: 11","Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. 1950 Range, 200 AOE. 210 magical damage. Cooldown: 11","Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. 1950 Range, 200 AOE. 280 magical damage. Cooldown: 11

The Demon Witch releases his demonic magics into the ground in order to thrust solidified rock spikes along a straight path dealing 80 magical damage and stunning them for 0.5 seconds. Cooldown: 12","The Demon Witch releases his demonic magics into the ground in order to thrust solidified rock spikes along a straight path dealing 140 magical damage and stunning them for 1 second. Cooldown: 12","The Demon Witch releases his demonic magics into the ground in order to thrust solidified rock spikes along a straight path dealing 200 magical damage and stunning them for 1.5 seconds. Cooldown: 12","The Demon Witch releases his demonic magics into the ground in order to thrust solidified rock spikes along a straight path dealing 260 magical damage and stunning them for 2 seconds. Cooldown: 12
Slams the ground with massive claws, shooting spiked tendrils out in a straight line, dealing 80 magical damage and hurling enemy ground units into the air in their wake, stunning them for .75 seconds. Cooldown: 13","Slams the ground with massive claws, shooting spiked tendrils out in a straight line, dealing 140 magical damage and hurling enemy ground units into the air in their wake, stunning them for 1.25 second. Cooldown: 13","Slams the ground with massive claws, shooting spiked tendrils out in a straight line, dealing 200 magical damage and hurling enemy ground units into the air in their wake, stunning them for 1.75 seconds. Cooldown: 13","Slams the ground with massive claws, shooting spiked tendrils out in a straight line, dealing 260 magical damage and hurling enemy ground units into the air in their wake, stunning them for 2.25 seconds. Cooldown: 13

Impetus
EnchantressCauses Aiushtha's attacks to deal more damage the further away the target is. Deals 15% of the distance as divine damage. 375 damage maximum. Cooldown: 0 Scepter Upgradeable: Increases attack range.","Causes Aiushtha's attacks to deal more damage the further away the target is. Deals 20% of the distance as divine damage. 500 damage maximum. Cooldown: 0 Scepter Upgradeable: Increases attack range.","Causes Aiushtha's attacks to deal more damage the further away the target is. Deals 25% of the distance as divine damage. 625 damage maximum. Cooldown: 0 Scepter Upgradeable: Increases attack range.

Incapacitating Bite
Broodmother
The Lifestealer tears its way into the unfortunate body of a target unit, laying dormant and undetectable inside its living frame until he is ready to come to form. When he comes out of the unit, he deals 150 magical damage to all nearby enemy units in a 700 AoE. If the infested unit is an enemy, the Lifestealer will devour it first, gaining the health the unit currently has. Cooldown: 100 Scepter Upgradeable: Adds Assimilate ability, which can be used to consume and transport an ally hero.","The Lifestealer tears its way into the unfortunate body of a target unit, laying dormant and undetectable inside its living frame until he is ready to come to form. When he comes out of the unit, he deals 275 magical damage to all nearby enemy units in a 700 AoE. If the infested unit is an enemy, the Lifestealer will devour it first, gaining the health the unit currently has. Cooldown: 100 Scepter Upgradeable: Adds Assimilate ability, which can be used to consume and transport an ally hero.","The Lifestealer tears its way into the unfortunate body of a target unit, laying dormant and undetectable inside its living frame until he is ready to come to form. When he comes out of the unit, he deals 400 magical damage to all nearby enemy units in a 700 AoE. If the infested unit is an enemy, the Lifestealer will devour it first, gaining the health the unit currently has. Cooldown: 100 Scepter Upgradeable: Adds Assimilate ability, which can be used to consume and transport an ally hero.

Passively increases nearby friendly units' attack speed by 15%.","Passively increases nearby friendly units' attack speed by 25%.","Passively increases nearby friendly units' attack speed by 35%.","Passively increases nearby friendly units' attack speed by 45%.

Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% health, it will regenerate faster. Heals 5(20)% of main attrib + 10 hp regen per sec. Lasts 16 seconds. Cooldown: 22","Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% health, it will regenerate faster. Heals 10(40)% of main attrib + 10 hp regen per sec. Lasts 16 seconds. Cooldown: 18","Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% health, it will regenerate faster. Heals 15(60)% of main attrib + 10 hp regen per sec. Lasts 16 seconds. Cooldown: 14","Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% health, it will regenerate faster. Heals 20(80)% of main attrib + 10 hp regen per sec. Lasts 16 seconds. Cooldown: 10

Gives the Broodmother 60 bonus damage and 60% life steal for 14 seconds. Cooldown: 45","Gives the Broodmother 90 bonus damage and 80% life steal for 14 seconds. Cooldown: 45","Gives the Broodmother 120 bonus damage and 100% life steal for 14 seconds. Cooldown: 45

Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort. Cooldown: 22 Scepter Upgradeable: Improves cooldown and manacost. Sun Strike [EEE] Chaos Meteor [EEW] Forge Spirit [EEQ] Cold Snap [QQQ] Ghost Walk [QQW] Ice Wall [QQE] Alacrity [WWE] Tornado [WWQ] EMP [WWW] Deafening Blast [QWE] ","Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort. Cooldown: 17 Scepter Upgradeable: Improves cooldown and manacost. Sun Strike [EEE] Chaos Meteor [EEW] Forge Spirit [EEQ] Cold Snap [QQQ] Ghost Walk [QQW] Ice Wall [QQE] Alacrity [WWE] Tornado [WWQ] EMP [WWW] Deafening Blast [QWE] ","Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort. Cooldown: 12 Scepter Upgradeable: Improves cooldown and manacost. Sun Strike [EEE] Chaos Meteor [EEW] Forge Spirit [EEQ] Cold Snap [QQQ] Ghost Walk [QQW] Ice Wall [QQE] Alacrity [WWE] Tornado [WWQ] EMP [WWW] Deafening Blast [QWE] ","Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort. Cooldown: 5 Scepter Upgradeable: Improves cooldown and manacost. Sun Strike [EEE] Chaos Meteor [EEW] Forge Spirit [EEQ] Cold Snap [QQQ] Ghost Walk [QQW] Ice Wall [QQE] Alacrity [WWE] Tornado [WWQ] EMP [WWW] Deafening Blast [QWE]
Invulnerable
Ice BlastIon Shell
Dark SeerSurrounds a target with energized spellwork, creating a shield that causes 30 magical damage per second to enemy units who come in contact with it. Lasts 25 seconds. Cooldown: 9","Surrounds a target with energized spellwork, creating a shield that causes 50 magical damage per second to enemy units who come in contact with it. Lasts 25 seconds. Cooldown: 9","Surrounds a target with energized spellwork, creating a shield that causes 70 magical damage per second to enemy units who come in contact with it. Lasts 25 seconds. Cooldown: 9","Surrounds a target with energized spellwork, creating a shield that causes 90 magical damage per second to enemy units who come in contact with it. Lasts 25 seconds. Cooldown: 9
Ironwood Branch

Item Agility Bonus

Item Agility Bonus

Item Anti-Magic Shell
magic
Item Area Healing
healItem Armor Bonus
Item Armor Bonus

Item Attack Corruption Bonus

Item Attack Fire Bonus

Item Attack Poison Bonus
Item Attack Speed
Item Attack Speed 10%
Item Attack Speed 120%
Item Attack Speed 25%
Item Attack Speed 30%
Item Attack Speed 55%
Item Attack Speed Bonus
Item Attack Speed Bonus
Item Damage Bonus
Item Damage Bonus
Item Damage Bonus
Item Damage Bonus
Item Damage Bonus (+10)
Item Damage Bonus (+100)
Item Damage Bonus (+16)
Item Damage Bonus (+22)
Item Damage Bonus (+24)
Item Damage Bonus (+25)
Item Damage Bonus (+30)
Item Damage Bonus (+46)
Item Damage Bonus (+50)
Item Damage Bonus (+65)
Item Damage Bonus (+68)
Item Damage Bonus (+81)

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus

Item Hero Stat Bonus +3 all

Item Hero Stat Bonus +5 all

Item Hero Stat Bonus +9 all

Item Hero Stat Bonus Leveler

Item Hero Stat Bonus Manta

Item Hero Stat Bonus S & Y

Item Int Bonus

Item Int Bonus

Item Int Bonus

Item Int Bonus

Item Int Bonus

Item Int Bonus

Item Int Bonus

Item Int Bonus

Item Int Bonus

Item Int Bonus
Item Life bonus
Item Life bonus (+200)
Item Life bonus (+250)
Item Life bonus (+350)
Item Life Regeneration
healItem Life Regeneration
healItem Life Regeneration
healItem Life Regeneration
healItem Life Regeneration
healItem Mana Bonus
Item Mana Bonus +250
Item Mana Bonus +300
Item Mana Bonus +400

Item Mana Regen 125

Item Mana Regen 150

Item Mana Regen 75

Item Mana Regeneration
heal
Item Mana Regeneration
heal
Item Move faster

Item Move Power Treads

Item Purge
dispel
Item Reincarnation

Item Skeleton Summon lvl 1
summon
Item Skeleton Summon lvl 2
summon
Item Skeleton Summon lvl 3
summon
Item Strength Bonus

Item Strength Bonus

Item Strength Bonus

Item Strength Bonus

Item Strength Bonus
Item Summon Courier
summonItem Summon Flying Courier
summonItem Summon Totem - Earth
summonItem Summon Totem - Fire
summonItem Summon Totem - Water
summonItem Summon Totem - Wind
summon
Item Temporary Area Armor Bonus

Item Temporary Speed Bonus

Item Town Portal

Janggo Aura
auraMastering the ancient art of Jinada, Gondar hits with precision and maims his targets so they cant run. Next time Gondar hits an enemy he lands an automatic 1.5x critical strike and maims the target for 3 seconds, slowing its movespeed and attackspeed by 25%. This skill is passive. Cooldown: 12","Mastering the ancient art of Jinada, Gondar hits with precision and maims his targets so they cant run. Next time Gondar hits an enemy he lands an automatic 1.75x critical strike and maims the target for 3 seconds, slowing its movespeed and attackspeed by 27%. This skill is passive. Cooldown: 10","Mastering the ancient art of Jinada, Gondar hits with precision and maims his targets so they cant run. Next time Gondar hits an enemy he lands an automatic 2.0x critical strike and maims the target for 3 seconds, slowing its movespeed and attackspeed by 29%. This skill is passive. Cooldown: 8","Mastering the ancient art of Jinada, Gondar hits with precision and maims his targets so they cant run. Next time Gondar hits an enemy he lands an automatic 2.25x critical strike and maims the target for 3 seconds, slowing its movespeed and attackspeed by 31%. This skill is passive. Cooldown: 6
Phantom Lancer has a 40% chance to fracture his presence, creating an illusion of himself. Illusions also have 8% chance to fracture further. Illusions created from Phantom Lancer last for 8 seconds, while illusions created from other illusions last 4 seconds. Maximum 5 illusions.","Phantom Lancer has a 45% chance to fracture his presence, creating an illusion of himself. Illusions also have 8% chance to fracture further. Illusions created from Phantom Lancer last for 8 seconds, while illusions created from other illusions last 4 seconds. Maximum 7 illusions.","Phantom Lancer has a 50% chance to fracture his presence, creating an illusion of himself. Illusions also have 8% chance to fracture further. Illusions created from Phantom Lancer last for 8 seconds, while illusions created from other illusions last 4 seconds. Maximum 9 illusions.
Khadgar's Pipe of Insight
Thrall summons a circular barrier of kinetic energy for 2.6 seconds, keeping enemies from walking in or out of it. The barrier has a diameter of 325. Cooldown: 13","Thrall summons a circular barrier of kinetic energy for 3.2 seconds, keeping enemies from walking in or out of it. The barrier has a diameter of 325. Cooldown: 12","Thrall summons a circular barrier of kinetic energy for 3.8 seconds, keeping enemies from walking in or out of it. The barrier has a diameter of 325. Cooldown: 11","Thrall summons a circular barrier of kinetic energy for 4.4 seconds, keeping enemies from walking in or out of it. The barrier has a diameter of 325. Cooldown: 10

Kraken Shell
TidehunterReduces attack damage by 14 and whenever he loses 600 hitpoints from player based damage, it removes negative buffs. Damage counter gets reset if no damage taken in 6 seconds. Damage block does not stack with other damage block items.","Reduces attack damage by 26 and whenever he loses 550 hitpoints from player based damage, it removes negative buffs. Damage counter gets reset if no damage taken in 6 seconds. Damage block does not stack with other damage block items.","Reduces attack damage by 38 and whenever he loses 500 hitpoints from player based damage, it removes negative buffs. Damage counter gets reset if no damage taken in 6 seconds. Damage block does not stack with other damage block items.","Reduces attack damage by 50 and whenever he loses 450 hitpoints from player based damage, it removes negative buffs. Damage counter gets reset if no damage taken in 6 seconds. Damage block does not stack with other damage block items.

Fires off a bolt of lightning at a single target, dealing 450 magical damage. Cooldown: 70 Scepter Upgradeable: Changes damage type to Divine.","Fires off a bolt of lightning at a single target, dealing 650 magical damage. Cooldown: 60 Scepter Upgradeable: Changes damage type to Divine.","Fires off a bolt of lightning at a single target, dealing 850 magical damage. Cooldown: 50 Scepter Upgradeable: Changes damage type to Divine.

Plants an invisible land mine that waits indefinitely for an enemy unit. The explosion deals 150 smashing damage. Cooldown: 9","Plants an invisible land mine that waits indefinitely for an enemy unit. The explosion deals 190 smashing damage. Cooldown: 8","Plants an invisible land mine that waits indefinitely for an enemy unit. The explosion deals 225 smashing damage. Cooldown: 7","Plants an invisible land mine that waits indefinitely for an enemy unit. The explosion deals 260 smashing damage. Cooldown: 5

Deals 80 pure damage to one target, and blinds the target for 3 seconds causing it to miss 100% of the time. Cooldown: 14 Scepter Upgradeable: Laser refracts between heroes.","Deals 160 pure damage to one target, and blinds the target for 3.5 seconds causing it to miss 100% of the time. Cooldown: 14 Scepter Upgradeable: Laser refracts between heroes.","Deals 240 pure damage to one target, and blinds the target for 4 seconds causing it to miss 100% of the time. Cooldown: 14 Scepter Upgradeable: Laser refracts between heroes.","Deals 320 pure damage to one target, and blinds the target for 4.5 seconds causing it to miss 100% of the time. Cooldown: 14 Scepter Upgradeable: Laser refracts between heroes.

Causes the target enemy to take damage and become silenced as soon as it casts a spell or when the duration runs out. If the duration runs out without the target casting a spell, the target will also be slowed for 14%. Debuff lasts 4 seconds. Deals 150 magical damage, silence and slow lasts 3 seconds. Cooldown: 30","Causes the target enemy to take damage and become silenced as soon as it casts a spell or when the duration runs out. If the duration runs out without the target casting a spell, the target will also be slowed for 16%. Debuff lasts 4 seconds. Deals 200 magical damage, silence and slow lasts 4 seconds. Cooldown: 24","Causes the target enemy to take damage and become silenced as soon as it casts a spell or when the duration runs out. If the duration runs out without the target casting a spell, the target will also be slowed for 18%. Debuff lasts 4 seconds. Deals 250 magical damage, silence and slow lasts 5 seconds. Cooldown: 18","Causes the target enemy to take damage and become silenced as soon as it casts a spell or when the duration runs out. If the duration runs out without the target casting a spell, the target will also be slowed for 20%. Debuff lasts 4 seconds. Deals 300 magical damage, silence and slow lasts 6 seconds. Cooldown: 12

Leaps forward 600 distance. Grants 4% movespeed and 8 attack speed bonus for 10 seconds. Cooldown: 30","Leaps forward 700 distance. Grants 8% movespeed and 16 attack speed bonus for 10 seconds. Cooldown: 26","Leaps forward 800 distance. Grants 12% movespeed and 24 attack speed bonus for 10 seconds. Cooldown: 22","Leaps forward 900 distance. Grants 16% movespeed and 32 attack speed bonus for 10 seconds. Cooldown: 18

Leaver Freeze
Freezes a hero that left the game, causing them to be invulnerable.

Leaver Unfreeze
Unfreezes a leaver hero that has been frozen, causing them to be usable once again.
Rooftrellen plants a life-sapping seed in his enemy, causing it to be slowed by 28% and have its life force drained over the next 4.5 seconds. Nearby allied units are healed by the same amount. Pulses 6 times. 15 HP per pulse. Damage type magic. Cooldown: 16","Rooftrellen plants a life-sapping seed in his enemy, causing it to be slowed by 28% and have its life force drained over the next 4.5 seconds. Nearby allied units are healed by the same amount. Pulses 6 times. 30 HP per pulse. Damage type magic. Cooldown: 14","Rooftrellen plants a life-sapping seed in his enemy, causing it to be slowed by 28% and have its life force drained over the next 4.5 seconds. Nearby allied units are healed by the same amount. Pulses 6 times. 45 HP per pulse. Damage type magic. Cooldown: 12","Rooftrellen plants a life-sapping seed in his enemy, causing it to be slowed by 28% and have its life force drained over the next 4.5 seconds. Nearby allied units are healed by the same amount. Pulses 6 times. 60 HP per pulse. Damage type magic. Cooldown: 10

Lesser Clarity Potion
Huskar reaches into the well of his own life force to heavily damage an enemy. Huskar is magic immune while charging towards the target. The target takes magical damage equal to 35% of its current hp. Slows target by 40% for 4 seconds. Huskar pays 35% of his hp to cast this. Cooldown: 12 Scepter Upgradeable: Increases damage dealt and reduces cooldown.","Huskar reaches into the well of his own life force to heavily damage an enemy. Huskar is magic immune while charging towards the target. The target takes magical damage equal to 35% of its current hp. Slows target by 50% for 5 seconds. Huskar pays 35% of his hp to cast this. Cooldown: 12 Scepter Upgradeable: Increases damage dealt and reduces cooldown.","Huskar reaches into the well of his own life force to heavily damage an enemy. Huskar is magic immune while charging towards the target. The target takes magical damage equal to 35% of its current hp. Slows target by 60% for 6 seconds. Huskar pays 35% of his hp to cast this. Cooldown: 12 Scepter Upgradeable: Increases damage dealt and reduces cooldown.

Pugna drains 150 hit points per second away from a target unit, and adds the life-force to his own. When your life is full, it will restore mana instead. Damage type magical, damage dealt converts to hit points. Lasts 10 seconds. Channeling Cooldown: 22 Scepter Upgradeable: Increases life drain and removes cooldown.","Pugna drains 200 hit points per second away from a target unit, and adds the life-force to his own. When your life is full, it will restore mana instead. Damage type magical, damage dealt converts to hit points. Lasts 10 seconds. Channeling Cooldown: 22 Scepter Upgradeable: Increases life drain and removes cooldown.","Pugna drains 250 hit points per second away from a target unit, and adds the life-force to his own. When your life is full, it will restore mana instead. Damage type magical, damage dealt converts to hit points. Lasts 10 seconds. Channeling Cooldown: 22 Scepter Upgradeable: Increases life drain and removes cooldown.
Summons a column of flames that deals 80 magical damage and stuns for 1.6 seconds. Cooldown: 7","Summons a column of flames that deals 120 magical damage and stuns for 1.9 seconds. Cooldown: 7","Summons a column of flames that deals 160 magical damage and stuns for 2.2 seconds. Cooldown: 7","Summons a column of flames that deals 200 magical damage and stuns for 2.5 seconds. Cooldown: 7
Summons a bolt of lightning from the heavens to strike an enemy for 100 damage. The bolt deals magical damage, causes a mini-stun and grants a True Sight effect around the bolt for 4.5 seconds. Can be cast on the ground, affecting the closest enemy hero in 250 range. Cooldown: 6","Summons a bolt of lightning from the heavens to strike an enemy for 175 damage. The bolt deals magical damage, causes a mini-stun and grants a True Sight effect around the bolt for 4.5 seconds. Can be cast on the ground, affecting the closest enemy hero in 250 range. Cooldown: 6","Summons a bolt of lightning from the heavens to strike an enemy for 275 damage. The bolt deals magical damage, causes a mini-stun and grants a True Sight effect around the bolt for 4.5 seconds. Can be cast on the ground, affecting the closest enemy hero in 250 range. Cooldown: 6","Summons a bolt of lightning from the heavens to strike an enemy for 350 damage. The bolt deals magical damage, causes a mini-stun and grants a True Sight effect around the bolt for 4.5 seconds. Can be cast on the ground, affecting the closest enemy hero in 250 range. Cooldown: 6

Calls a Lightning Storm that strikes multiple nearby enemies. Slows units by 75% for 0.7 seconds. Deals 80 magical damage and hits four targets. Cooldown: 4","Calls a Lightning Storm that strikes multiple nearby enemies. Slows units by 75% for 0.8 seconds. Deals 120 magical damage and hits five targets. Cooldown: 4","Calls a Lightning Storm that strikes multiple nearby enemies. Slows units by 75% for 0.9 seconds. Deals 160 magical damage and hits six targets. Cooldown: 4","Calls a Lightning Storm that strikes multiple nearby enemies. Slows units by 75% for 1 second. Deals 200 magical damage and hits seven targets. Cooldown: 4

Linken Sphere Dummy
Linken Sphere Stat Bonus Container
Linken Transfer
Liquid Fire Research
Twin Head DragonCreates an armor of living vine, causing the target to block 20 damage and increases hit point regeneration by 4 per second. Dispels after taking 4 instances of damage. Lasts 15 seconds. Cooldown: 32","Creates an armor of living vine, causing the target to block 40 damage and increases hit point regeneration by 7 per second. Dispels after taking 5 instances of damage. Lasts 15 seconds. Cooldown: 26","Creates an armor of living vine, causing the target to block 60 damage and increases hit point regeneration by 10 per second. Dispels after taking 6 instances of damage. Lasts 15 seconds. Cooldown: 20","Creates an armor of living vine, causing the target to block 80 damage and increases hit point regeneration by 13 per second. Dispels after taking 7 instances of damage. Lasts 15 seconds. Cooldown: 14
Locust
Bloodrune
Luna channels the moon's energy in the form of a Lucent Beam, dealing 75 magical damage to an enemy. 0.8 Ministun. Cooldown: 6 ","Luna channels the moon's energy in the form of a Lucent Beam, dealing 150 magical damage to an enemy. 0.8 Ministun. Cooldown: 6 ","Luna channels the moon's energy in the form of a Lucent Beam, dealing 225 magical damage to an enemy. 0.8 Ministun. Cooldown: 6 ","Luna channels the moon's energy in the form of a Lucent Beam, dealing 300 magical damage to an enemy. 0.8 Ministun. Cooldown: 6

An aura that gives friendly nearby heroes +14 damage bonus to their attacks and provides full night vision.","An aura that gives friendly nearby heroes +22 damage bonus to their attacks and provides full night vision.","An aura that gives friendly nearby heroes +30 damage bonus to their attacks and provides full night vision.","An aura that gives friendly nearby heroes +38 damage bonus to their attacks and provides full night vision.

Dissipates a piece of a target unit's soul. Deals 125 magical damage and 20% max HP as bonus magical damage if the enemy hero's level is a multiple of 6 or is 25. Cooldown: 7 ","Dissipates a piece of a target unit's soul. Deals 175 magical damage and 20% max HP as bonus magical damage if the enemy hero's level is a multiple of 5 or is 25. Cooldown: 7","Dissipates a piece of a target unit's soul. Deals 225 magical damage and 20% max HP as bonus magical damage if the enemy hero's level is a multiple of 4 or is 25. Cooldown: 7 ","Dissipates a piece of a target unit's soul. Deals 275 magical damage and 20% max HP as bonus magical damage if the enemy hero's level is a multiple of 3 or is 25. Cooldown: 7
Lycan Damage - Creep - 1
Lycan Damage - Creep - 1 (negative)
Lycan Damage - Creep - 2
Lycan Damage - Creep - 2 (negative)
Lycan Damage - Creep - 3
Lycan Damage - Creep - 3 (negative)
Lycan Damage - Creep - 4
Lycan Damage - Creep - 4 (negative)
Lycan Damage - Hero - 1
Lycan Damage - Hero - 1 (negative)
Lycan Damage - Hero - 2
Lycan Damage - Hero - 2 (negative)
Lycan Damage - Hero - 3
Lycan Damage - Hero - 3 (negative)
Lycan Damage - Hero - 4
Lycan Damage - Hero - 4 (negative)
Jakiro unleashes a line of pulsing magma in front of him. Each flame strike deals 100 magical damage per second for 10 seconds, and has a 225 AOE radius. Cooldown: 60 Scepter Upgradeable: Changes damage type to pure, improves creation rate, duration and distance.","Jakiro unleashes a line of pulsing magma in front of him. Each flame strike deals 140 magical damage per second for 10 seconds, and has a 225 AOE radius. Cooldown: 60 Scepter Upgradeable: Changes damage type to pure, improves creation rate, duration and distance.","Jakiro unleashes a line of pulsing magma in front of him. Each flame strike deals 180 magical damage per second for 10 seconds, and has a 225 AOE radius. Cooldown: 60 Scepter Upgradeable: Changes damange type to pure, improves creation rate, duration and distance.

Maelstrom

A magic missile is thrown at an enemy unit, dealing 100 magical damage. Stuns for 1.45 seconds. Cooldown: 13","A magic missile is thrown at an enemy unit, dealing 175 magical damage. Stuns for 1.55 seconds. Cooldown: 12","A magic missile is thrown at an enemy unit, dealing 250 magical damage. Stuns for 1.65 seconds. Cooldown: 11","A magic missile is thrown at an enemy unit, dealing 325 magical damage. Stuns for 1.75 seconds. Cooldown: 10

Magic Stick
magicMagnetic Field
Arc WardenDistorts space, generating a circular field that grants 100% evasion and 50 bonus attack speed to allied heroes and buildings within. The field has an aoe of 275 and lasts 3.5 seconds. Cooldown: 50","Distorts space, generating a circular field that grants 100% evasion and 60 bonus attack speed to allied heroes and buildings within. The field has an aoe of 275 and lasts 4 seconds. Cooldown: 50","Distorts space, generating a circular field that grants 100% evasion and 70 bonus attack speed to allied heroes and buildings within. The field has an aoe of 275 and lasts 4.5 seconds. Cooldown: 50","Distorts space, generating a circular field that grants 100% evasion and 80 bonus attack speed to allied heroes and buildings within. The field has an aoe of 275 and lasts 5 seconds. Cooldown: 50
Magnetize
Earth SpiritMagnetizes units in a small nearby area, causing them to take 50 magical damage per second for 6 seconds. Any magnetized heroes cause nearby rocks to become energized and explode, applying/refreshing the magnetize debuff on all units near the rock. This process can repeat multiple times. Rocks are destroyed in this process. Cooldown: 100 Scepter Upgradeable: Provides ability Enchant Remnant.","Magnetizes units in a small nearby area, causing them to take 75 magical damage per second for 6 seconds. Any magnetized heroes cause nearby rocks to become energized and explode, applying/refreshing the magnetize debuff on all units near the rock. This process can repeat multiple times. Rocks are destroyed in this process. Cooldown: 90 Scepter Upgradeable: Provides ability Enchant Remnant. ","Magnetizes units in a small nearby area, causing them to take 100 magical damage per second for 6 seconds. Any magnetized heroes cause nearby rocks to become energized and explode, applying/refreshing the magnetize debuff on all units near the rock. This process can repeat multiple times. Rocks are destroyed in this process. Cooldown: 80 Scepter Upgradeable: Provides ability Enchant Remnant.

Enemy heroes lose 5 hp/sec and get dealt 16 bonus magical damage for every 100 hp lost during curse every 4 seconds. Lasts 12 seconds. Cooldown: 20","Enemy heroes lose 10 hp/sec and get dealt 24 bonus magical damage for every 100 hp lost during curse every 4 seconds. Lasts 12 seconds. Cooldown: 20","Enemy heroes lose 15 hp/sec and get dealt 32 bonus magical damage for every 100 hp lost during curse every 4 seconds. Lasts 12 seconds. Cooldown: 20","Enemy heroes lose 20 hp/sec and get dealt 40 bonus magical damage for every 100 hp lost during curse every 4 seconds. Lasts 12 seconds. Cooldown: 20
Forces Darchrow's malignant will on a target, causing it to take 30 magical damage and become stunned for 0.25 seconds every 2 seconds. Lasts 6 seconds. Cooldown: 15","Forces Darchrow's malignant will on a target, causing it to take 50 magical damage and become stunned for 0.5 seconds every 2 seconds. Lasts 6 seconds. Cooldown: 15","Forces Darchrow's malignant will on a target, causing it to take 70 magical damage and become stunned for 0.75 seconds every 2 seconds. Lasts 6 seconds. Cooldown: 15","Forces Darchrow's malignant will on a target, causing it to take 90 magical damage and become stunned for 1 second every 2 seconds. Lasts 6 seconds. Cooldown: 15

The Anti-Mage's attacks burn away 28 mana per hit. Deals 60% of burned mana as physical damage. Orb effect.","The Anti-Mage's attacks burn away 40 mana per hit. Deals 60% of burned mana as physical damage. Orb effect.","The Anti-Mage's attacks burn away 52 mana per hit. Deals 60% of burned mana as physical damage. Orb effect.","The Anti-Mage's attacks burn away 64 mana per hit. Deals 60% of burned mana as physical damage. Orb effect.

Sends a bolt of negative energy that burns mana equivalent to 3.5x the target enemy unit's Intelligence. The mana combusts, dealing magical damage equal to the amount of mana burned. Cooldown: 30","Sends a bolt of negative energy that burns mana equivalent to 4x the target enemy unit's Intelligence. The mana combusts, dealing magical damage equal to the amount of mana burned. Cooldown: 22","Sends a bolt of negative energy that burns mana equivalent to 4.5x the target enemy unit's Intelligence. The mana combusts, dealing magical damage equal to the amount of mana burned. Cooldown: 14","Sends a bolt of negative energy that burns mana equivalent to 5x the target enemy unit's Intelligence. The mana combusts, dealing magical damage equal to the amount of mana burned. Cooldown: 6

Mana Drain
Demon WitchAbsorbs the magical energies of a target enemy unit by taking 20 mana per second. Lasts 5 seconds. Cooldown: 20","Absorbs the magical energies of a target enemy unit by taking 40 mana per second. Lasts 5 seconds. Cooldown: 15","Absorbs the magical energies of a target enemy unit by taking 60 mana per second. Lasts 5 seconds. Cooldown: 10","Absorbs the magical energies of a target enemy unit by taking 120 mana per second. Lasts 5 seconds. Cooldown: 5

Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all its mana, it gets stunned for 1.5 seconds while it repairs the bond. Lasts 5 seconds, 5% of their manapool per 100 units. Cooldown: 16","Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all its mana, it gets stunned for 2.0 seconds while it repairs the bond. Lasts 6 seconds, 5% of their manapool per 100 units. Cooldown: 15","Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all its mana, it gets stunned for 2.5 seconds while it repairs the bond. Lasts 7 seconds, 5% of their manapool per 100 units. Cooldown: 14","Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all its mana, it gets stunned for 3.0 seconds while it repairs the bond. Lasts 8 seconds, 5% of their manapool per 100 units. Cooldown: 13

Mana Shield
GorgonActivates a shield that absorbs 1.6 damage per point of mana. Only absorbs 50% of the incoming damage.","Activates a shield that absorbs 1.9 damage per point of mana. Only absorbs 50% of the incoming damage.","Activates a shield that absorbs 2.2 damage per point of mana. Only absorbs 50% of the incoming damage.","Activates a shield that absorbs 2.5 damage per point of mana. Only absorbs 50% of the incoming damage.
Creates a void in the soul of a target enemy unit. For each mana point missing, the unit takes .6 magical damage. Also stuns for 0.3 seconds. Damage affects 500 AoE. Cooldown: 70 Scepter Upgradeable: Increases stun duration, applies 100s cooldown penalty onto the ability with the longest cooldown if an affected hero is killed within that stun duration.","Creates a void in the soul of a target enemy unit. For each mana point missing, the unit takes .85 magical damage. Also stuns for 0.3 seconds. Damage affects 500 AoE. Cooldown: 70 Scepter Upgradeable: Increases stun duration, applies 100s cooldown penalty onto the ability with the longest cooldown if an affected hero is killed within that stun duration.","Creates a void in the soul of a target enemy unit. For each mana point missing, the unit takes 1.1 magical damage. Also stuns for 0.3 seconds. Damage affects 500 AoE. Cooldown: 70 Scepter Upgradeable: Increases stun duration, applies 100s cooldown penalty onto the ability with the longest cooldown if an affected hero is killed within that stun duration.

Manta Image
illusionManta Image (ranged)
illusionSummons a massive wave of robotic goblins to drown your enemies. Deals 16 magical damage per goblin. Cooldown: 35","Summons a massive wave of robotic goblins to drown your enemies. Deals 24 magical damage per goblin. Cooldown: 35","Summons a massive wave of robotic goblins to drown your enemies. Deals 32 magical damage per goblin. Cooldown: 35","Summons a massive wave of robotic goblins to drown your enemies. Deals 40 magical damage per goblin. Cooldown: 35
Marker
Bloodrune
Marksmanship
Drow RangerThe Ranger's accuracy has increased, giving her 40 more agility. Bonus is removed if there are enemy heroes within 400 aoe.","The Ranger's accuracy has increased, giving her 60 more agility. Bonus is removed if there are enemy heroes within 400 aoe.","The Ranger's accuracy has increased, giving her 80 more agility. Bonus is removed if there are enemy heroes within 400 aoe.

Mask of Madness Life Steal
lifesteal
Summons 10 immobile serpentine wards to attack enemies. Each ward deals 45 max damage and is magic immune. Lasts 45 seconds. Cooldown: 120 Scepter Upgradeable: Increases ward damage.","Summons 10 immobile serpentine wards to attack enemies. Each ward deals 60 max damage and is magic immune. Lasts 45 seconds. Cooldown: 120 Scepter Upgradeable: Increases ward damage.","Summons 10 immobile serpentine wards to attack enemies. Each ward deals 75 max damage and is magic immune. Lasts 45 seconds. Cooldown: 120 Scepter Upgradeable: Increases ward damage.
Meat Hook
ButcherFires a meat hook at a unit or location. The hook will snag the first target it encounters. Deals 90 divine damage with a range of 1000. Cooldown: 14","Fires a meat hook at a unit or location. The hook will snag the first target it encounters. Deals 180 divine damage with a range of 1100. Cooldown: 13","Fires a meat hook at a unit or location. The hook will snag the first target it encounters. Deals 270 divine damage with a range of 1200. Cooldown: 12","Fires a meat hook at a unit or location. The hook will snag the first target it encounters. Deals 360 divine damage with a range of 1300. Cooldown: 11

Mechanical Critter
Medallion of Courage
Medallion of Courage Container

Mekansm Armor + Heal
heal
Mekansm Aura
auraThe art of Shakuras allows Lanaya to conceal herself at any time of the day and strike from the shadows with her armor-shredding blades. Deals 50 bonus physical damage and reduces enemy armor by 2 for 10 seconds. Cooldown: 6","The art of Shakuras allows Lanaya to conceal herself at any time of the day and strike from the shadows with her armor-shredding blades. Deals 100 bonus physical damage and reduces enemy armor by 4 for 10 seconds. Cooldown: 6","The art of Shakuras allows Lanaya to conceal herself at any time of the day and strike from the shadows with her armor-shredding blades. Deals 150 bonus physical damage and reduces enemy armor by 6 for 10 seconds. Cooldown: 6","The art of Shakuras allows Lanaya to conceal herself at any time of the day and strike from the shadows with her armor-shredding blades. Deals 200 bonus physical damage and reduces enemy armor by 8 for 10 seconds. Cooldown: 6

Metamorphosis
Soul KeeperTransforms Terrorblade into a powerful demon with a ranged attack. Has 20 bonus base damage. Lasts 40 seconds. Cooldown: 140 Manta Style description doesn't update on form switch but acts accordingly to current form on cast.","Transforms Terrorblade into a powerful demon with a ranged attack. Has 40 bonus base damage. Lasts 44 seconds. Cooldown: 140 Manta Style description doesn't update on form switch but acts accordingly to current form on cast.","Transforms Terrorblade into a powerful demon with a ranged attack. Has 60 bonus base damage. Lasts 48 seconds. Cooldown: 140 Manta Style description doesn't update on form switch but acts accordingly to current form on cast.","Transforms Terrorblade into a powerful demon with a ranged attack. Has 80 bonus base damage. Lasts 52 seconds. Cooldown: 140 Manta Style description doesn't update on form switch but acts accordingly to current form on cast.

Steeps an area in dark magic, causing all opponents to enter to lose 4% of their max health per second. Damage type divine. Lasts 11 seconds. Cooldown: 35","Steeps an area in dark magic, causing all opponents to enter to lose 5% of their max health per second. Damage type divine. Lasts 11 seconds. Cooldown: 35","Steeps an area in dark magic, causing all opponents to enter to lose 6% of their max health per second. Damage type divine. Lasts 11 seconds. Cooldown: 35","Steeps an area in dark magic, causing all opponents to enter to lose 7% of their max health per second. Damage type divine. Lasts 11 seconds. Cooldown: 35
Mirana Aghanim Effect

Confuses the enemy by creating 3 illusions of the Naga Siren, which deals 25% normal damage. 600% damage amplification. Lasts 30 seconds. Cooldown: 40","Confuses the enemy by creating 3 illusions of the Naga Siren, which deal 30% normal damage. 500% damage amplification. Lasts 30 seconds. Cooldown: 40","Confuses the enemy by creating 3 illusions of the Naga Siren, which deal 35% normal damage. 400% damage amplification. Lasts 30 seconds. Cooldown: 40","Confuses the enemy by creating 3 illusions of the Naga Siren, which deal 40% normal damage. 300% damage amplification. Lasts 30 seconds. Cooldown: 40
Mjollnir
MKB Spell Book
magicMKBSwap
When Tresdin is attacked, he has a 25% chance to gain a moment of courage, instantly attaking again with bonus 55% lifesteal. Has cooldown 2.7 seconds.","When Tresdin is attacked, he has a 25% chance to gain a moment of courage, instantly attaking again with bonus 65% lifesteal. Has cooldown 2.1 seconds.","When Tresdin is attacked, he has a 25% chance to gain a moment of courage, instantly attaking again with bonus 75% lifesteal. Has cooldown 1.5 seconds.","When Tresdin is attacked, he has a 25% chance to gain a moment of courage, instantly attaking again with bonus 85% lifesteal. Has cooldown 0.9 seconds.

Moon Glaive
Moon RiderGives Luna the ability to strike 2 units with each attack. Each enemy beyond the first incurs a 35% damage loss, per unit.","Gives Luna the ability to strike 3 units with each attack. Each enemy beyond the first incurs a 35% damage loss, per unit.","Gives Luna the ability to strike 4 units with each attack. Each enemy beyond the first incurs a 35% damage loss, per unit.","Gives Luna the ability to strike 6 units with each attack. Each enemy beyond the first incurs a 35% damage loss, per unit.

Gives all allied heroes (including Nightshade) temporary invisibility for 15 seconds. Fade time is 2.5 seconds. Cooldown: 140","Gives all allied heroes (including Nightshade) temporary invisibility for 15 seconds. Fade time is 2 seconds. Cooldown: 120 ","Gives all allied heroes (including Nightshade) temporary invisibility for 15 seconds. Fade time is 1.5 seconds. Cooldown: 100

Morph
MorphlingWhen activated turns 2 Strength into Agility for 30 mana per second. ","When activated turns 4 Strength into Agility for 30 mana per second. ","When activated turns 8 Strength into Agility for 30 mana per second. ","When activated turns 16 Strength into Agility for 30 mana per second.
Morphling Bug Fix

Mortal Strike
Skeleton KingGives a 15% chance to do 1.5 times normal damage on an attack.","Gives a 15% chance to do 2.0 times normal damage on an attack.","Gives a 15% chance to do 2.5 times normal damage on an attack.","Gives a 15% chance to do 3.0 times normal damage on an attack.

Multi Cast
Ogre MagiThe Ogre Magi is able to cast Fireblast and Bloodlust more rapidly. Ignite deals damage over an area and has increased cast range. 40% chance to cast twice. Scepter Upgradeable: Lets your other head cast Fireblast. Note: This tooltip does not update. ","The Ogre Magi is able to cast Fireblast and Bloodlust more rapidly. Ignite deals damage over an area and has increased cast range. 50% chance to cast two times. 20% chance to cast three times. Scepter Upgradeable: Lets your other head cast Fireblast. Note: This tooltip does not update. ","The Ogre Magi is able to cast Fireblast and Bloodlust more rapidly. Ignite deals damage over an area and has increased cast range. 60% chance to cast two times. 25% chance to cast three times. 12.5% chance to cast four times. Scepter Upgradeable: Lets your other head cast Fireblast. Note: This tooltip does not update.
Dragonus uses his ultimate magical ability to conjure a precise and violent mystical field that lays waste to his adversaries. Deals 600 magical damage distributed evenly among any heroes in the AoE over 2.4 seconds. Cooldown: 60 Scepter Upgradeable: Reduces cooldown.","Dragonus uses his ultimate magical ability to conjure a precise and violent mystical field that lays waste to his adversaries. Deals 1000 magical damage distributed evenly among any heroes in the AoE over 2.4 seconds. Cooldown: 40 Scepter Upgradeable: Reduces cooldown.","Dragonus uses his ultimate magical ability to conjure a precise and violent mystical field that lays waste to his adversaries. Deals 1400 magical damage distributed evenly among any heroes in the AoE over 2.4 seconds. Cooldown: 20 Scepter Upgradeable: Reduces cooldown.
A mystic snake made of energy jumps from target to target dealing magical damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish it with mana. The snake deals more damage and steals more mana per jump. The snake's power increased by 35% each jump. 80 base damage and 20 base mana. Maximum of 3 jumps. Deals pure damage to Stoned units. Cooldown: 11 Scepter Upgradeable: Causes Mystic Snake to turn enemies into stone and provides an extra jump.","A mystic snake made of energy jumps from target to target dealing magical damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish it with mana. The snake deals more damage and steals more mana per jump. The snake's power increased by 35% each jump. 120 base damage and 35 base mana. Maximum of 4 jumps. Deals pure damage to Stoned units. Cooldown: 11 Scepter Upgradeable: Causes Mystic Snake to turn enemies into stone and provides an extra jump.","A mystic snake made of energy jumps from target to target dealing magical damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish it with mana. The snake deals more damage and steals more mana per jump. The snake's power increased by 35% each jump. 160 base damage and 50 base mana. Maximum of 5 jumps. Deals pure damage to Stoned units. Cooldown: 11 Scepter Upgradeable: Causes Mystic Snake to turn enemies into stone and provides an extra jump.","A mystic snake made of energy jumps from target to target dealing magical damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish it with mana. The snake deals more damage and steals more mana per jump. The snake's power increased by 35% each jump. 200 base damage and 65 base mana. Maximum of 6 jumps. Deals pure damage to Stoned units. Cooldown: 11 Scepter Upgradeable: Causes Mystic Snake to turn enemies into stone and provides an extra jump.
The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to it's most basic level. Removes 40% of base Magic and Physical resistance.","The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to it's most basic level. Removes 60% of base Magic and Physical resistance. ","The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to it's most basic level. Removes 80% of base Magic and Physical resistance.","The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to it's most basic level. Removes 100% of base Magic and Physical resistance.
Releases 4 curative wisps into the area around Aiushtha. These wisps heal for 10 health each second. Cooldown: 45","Releases 6 curative wisps into the area around Aiushtha. These wisps heal for 10 health each second. Cooldown: 45","Releases 8 curative wisps into the area around Aiushtha. These wisps heal for 10 health each second. Cooldown: 45","Releases 10 curative wisps into the area around Aiushtha. These wisps heal for 10 health each second. Cooldown: 45
Makes a unit appear as the forest, rendering it invisible and gains a 10% movement speed bonus. If the unit attacks or leaves the shelter of the forest, it will become visible. Rooftrellen will not break his own invisibility while casting spells while under this spell's effect. Lasts 15 seconds. Cooldown: 10","Makes a unit appear as the forest, rendering it invisible and gains a 10% movement speed bonus. If the unit attacks or leaves the shelter of the forest, it will become visible. Rooftrellen will not break his own invisibility while casting spells while under this spell's effect. Lasts 30 seconds. Cooldown: 8","Makes a unit appear as the forest, rendering it invisible and gains a 10% movement speed bonus. If the unit attacks or leaves the shelter of the forest, it will become visible. Rooftrellen will not break his own invisibility while casting spells while under this spell's effect. Lasts 45 seconds. Cooldown: 6","Makes a unit appear as the forest, rendering it invisible and gains a 10% movement speed bonus. If the unit attacks or leaves the shelter of the forest, it will become visible. Rooftrellen will not break his own invisibility while casting spells while under this spell's effect. Lasts 60 seconds. Cooldown: 4

Necrolyte

Necromastery
Shadow Fiend
Creates a wave of exploding pulses from the Nether plane. Deals 100 magical damage to units, or 50 to buildings. Cooldown: 5.5","Creates a wave of exploding pulses from the Nether plane. Deals 175 magical damage to units, or 88 to buildings. Cooldown: 5.5","Creates a wave of exploding pulses from the Nether plane. Deals 250 magical damage to units, or 125 to buildings. Cooldown: 5.5","Creates a wave of exploding pulses from the Nether plane. Deals 325 magical damage to units, or 163 to buildings. Cooldown: 5.5
Moves you next to your target and attacks them for 150 bonus magical damage. Performs a greater bash hit. 700 casting range. Cooldown: 80 Scepter Upgradeable: Dramatically reduces cooldown, makes it an aoe effect and increase cast range.","Moves you next to your target and attacks them for 250 bonus magical damage. Performs a greater bash hit. 700 casting range. Cooldown: 70 Scepter Upgradeable: Dramatically reduces cooldown, makes it an aoe effect and increase cast range.","Moves you next to your target and attacks them for 350 bonus magical damage. Performs a greater bash hit. 700 casting range. Cooldown: 60 Scepter Upgradeable: Dramatically reduces cooldown, makes it an aoe effect and increase cast range.

Nether Swap
Vengeful SpiritInstantly switches positions with a target Hero. 650 cast range. Cooldown: 45 Scepter Upgradeable: Dramatically improves cooldown and can target creeps","Instantly switches positions with a target Hero. 900 cast range. Cooldown: 45 Scepter Upgradeable: Dramatically improves cooldown and can target creeps","Instantly switches positions with a target Hero. 1150 cast range. Cooldown: 45 Scepter Upgradeable: Dramatically improves cooldown and can target creeps

Summons a ward that hampers the enemy's spellcasting abilities. Passively reduces enemy mana regeneration by 1.5, and can cast Mana Flare, which deals 1 magical damage to any unit that casts a spell per mana spent. Has an area of effect of 1600. Cooldown: 35","Summons a ward that hampers the enemy's spellcasting abilities. Passively reduces enemy mana regeneration by 3.0, and can cast Mana Flare, which deals 1.25 magical damage to any unit that casts a spell per mana spent. Has an area of effect of 1600. Cooldown: 35","Summons a ward that hampers the enemy's spellcasting abilities. Passively reduces enemy mana regeneration by 4.5, and can cast Mana Flare, which deals 1.5 magical damage to any unit that casts a spell per mana spent. Has an area of effect of 1600. Cooldown: 35","Summons a ward that hampers the enemy's spellcasting abilities. Passively reduces enemy mana regeneration by 6.0, and can cast Mana Flare, which deals 1.75 magical damage to any unit that casts a spell per mana spent. Has an area of effect of 1600. Cooldown: 35

Adds a poweful toxin to your attacks. Deals more damage the lower the target's health is. Starts with 2.5 bonus damage and grows to 40. Half damage on non-hero units.","Adds a poweful toxin to your attacks. Deals more damage the lower the target's health is. Starts with 5 bonus damage and grows to 80. Half damage on non-hero units.","Adds a poweful toxin to your attacks. Deals more damage the lower the target's health is. Starts with 7.5 bonus damage and grows to 120. Half damage on non-hero units.","Adds a poweful toxin to your attacks. Deals more damage the lower the target's health is. Starts with 10 bonus damage and grows to 160. Half damage on non-hero units.

Nightmare
Bane ElementalPuts another unit into a fitful slumber. It takes 20 damage per second and may be awoken at any time. If it is attacked before Nightmare expires, the attacking unit suffers a Nightmare. Lasts 4 seconds. Cooldown: 16","Puts another unit into a fitful slumber. It takes 20 damage per second and may be awoken at any time. If it is attacked before Nightmare expires, the attacking unit suffers a Nightmare. Lasts 5 seconds. Cooldown: 15","Puts another unit into a fitful slumber. It takes 20 damage per second and may be awoken at any time. If it is attacked before Nightmare expires, the attacking unit suffers a Nightmare. Lasts 6 seconds. Cooldown: 14","Puts another unit into a fitful slumber. It takes 20 damage per second and may be awoken at any time. If it is attacked before Nightmare expires, the attacking unit suffers a Nightmare. Lasts 7 seconds. Cooldown: 13
Rubick's mastery of the arcane protects his allies against weaker magics while improving magic cast by him, reducing incoming magic damage and boosting his own by 5%.","Rubick's mastery of the arcane protects his allies against weaker magics while improving magic cast by him, reducing incoming magic damage and boosting his own by 10%.","Rubick's mastery of the arcane protects his allies against weaker magics while improving magic cast by him, reducing incoming magic damage and boosting his own by 15%.","Rubick's mastery of the arcane protects his allies against weaker magics while improving magic cast by him, reducing incoming magic damage and boosting his own by 20%.
Observer Ward (New, item)
Yurnero moves around the battlefield, slashing enemies 3 times. Each slash takes 0.4 seconds to land and deals 200-225 physical damage. Hero is invulnerable for duration. Slashes are independant from hero's attack, which means hero can land another hit while close to the target. Non-hero non-ancient enemies dies instantly from slash. Tombstone Zombies aren't counted as valid targets. Cooldown: 130 Scepter Upgradeable: Adds more slashes and a reduced cooldown","Yurnero moves around the battlefield, slashing enemies 6 times. Each slash takes 0.4 seconds to land and deals 200-225 physical damage. Hero is invulnerable for duration. Slashes are independant from hero's attack, which means hero can land another hit while close to the target. Non-hero non-ancient enemies dies instantly from slash. Tombstone Zombies aren't counted as valid targets. Cooldown: 120 Scepter Upgradeable: Adds more slashes and a reduced cooldown","Yurnero moves around the battlefield, slashing enemies 9 times. Each slash takes 0.4 seconds to land and deals 200-225 physical damage. Hero is invulnerable for duration. Slashes are independant from hero's attack, which means hero can land another hit while close to the target. Non-hero non-ancient enemies dies instantly from slash. Tombstone Zombies aren't counted as valid targets. Cooldown: 110 Scepter Upgradeable: Adds more slashes and a reduced cooldown

Naix rends the enemy, slowing his movement speed by 70% and allowing his allies to feast on his life force, regenerating 50% of the damage dealt. Victim slowly recovers movement speed over 8 seconds. Cooldown: 24","Naix rends the enemy, slowing his movement speed by 70% and allowing his allies to feast on his life force, regenerating 50% of the damage dealt. Victim slowly recovers movement speed over 8 seconds. Cooldown: 20","Naix rends the enemy, slowing his movement speed by 70 % and allowing his allies to feast on his life force, regenerating 50% of the damage dealt. Victim slowly recovers movement speed over 8 seconds. Cooldown: 16","Naix rends the enemy, slowing his movement speed by 70% and allowing his allies to feast on his life force, regenerating 50% of the damage dealt. Victim slowly recovers movement speed over 8 seconds. Cooldown: 12
Orb of Lightning (new)
Orb of Venom - Melee
Orb of Venom - Ranged

Orchid Intel Stat Bonus
Orchid Malevolence
Orchid Spell Book
magicOvercharge
Guardian WispIo draws on more energy than he can safely handle, granting him 40 bonus attack speed and 5% damage prevention, but draining 4.5% of his current HP and MP per second. If Io is tethered to an ally the bonuses are also granted to that ally. ","Io draws on more energy than he can safely handle, granting him 50 bonus attack speed and 10% damage prevention, but draining 4.5% of his current HP and MP per second. If Io is tethered to an ally the bonuses are also granted to that ally. ","Io draws on more energy than he can safely handle, granting him 60 bonus attack speed and 15% damage prevention, but draining 4.5% of his current HP and MP per second. If Io is tethered to an ally the bonuses are also granted to that ally. ","Io draws on more energy than he can safely handle, granting him 70 bonus attack speed and 20% damage prevention, but draining 4.5% of his current HP and MP per second. If Io is tethered to an ally the bonuses are also granted to that ally.
Overgrowth
Treant ProtectorOverruns all nearby enemy units with vines and branches, rendering them helpless for 3.0 seconds while dealing 25 damage per second. Cooldown: 70 Scepter Upgradeable: Adds ability Eye in the Forest, and improves the damage of Overgrowth.","Overruns all nearby enemy units with vines and branches, rendering them helpless for 3.75 seconds while dealing 75 damage per second. Cooldown: 70 Scepter Upgradeable: Adds ability Eye in the Forest, and improves the damage of Overgrowth.","Overruns all nearby enemy units with vines and branches, rendering them helpless for 4.5 seconds while dealing 125 damage per second. Cooldown: 70 Scepter Upgradeable: Adds ability Eye in the Forest, and improves the damage of Overgrowth.
Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing 30 bonus magical damage and heavily slowing nearby units for a brief period.","Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing 50 bonus magical damage and heavily slowing nearby units for a brief period.","Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing 70 bonus magical damage and heavily slowing nearby units for a brief period.","Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing 90 bonus magical damage and heavily slowing nearby units for a brief period.

Overpower
Ursa WarriorIncreases Ulfsaar's attack speed by 400%. Lasts for 15 seconds or for 3 attacks. Cooldown: 10","Increases Ulfsaar's attack speed by 400%. Lasts for 15 seconds or for 4 attacks. Cooldown: 10","Increases Ulfsaar's attack speed by 400%. Lasts for 15 seconds or for 5 attacks. Cooldown: 10","Increases Ulfsaar's attack speed by 400%. Lasts for 15 seconds or for 6 attacks. Cooldown: 10

Turns the enemies numbers against them, dealing 40 + 20 damage per hero + 14 damage per unit and granting you 9% bonus movement speed per hero and 3% per unit in the 330 AoE for 7 seconds. Deals bonus damage to summoned units equal to 25% of their health. Damage type magic Cooldown: 15","Turns the enemies numbers against them, dealing 80 + 35 damage per hero + 16 damage per unit and granting you 9% bonus movement speed per hero and 3% per unit in the 330 AoE for 7 seconds. Deals bonus damage to summoned units equal to 25% of their health. Damage type magic Cooldown: 15","Turns the enemies numbers against them, dealing 120 + 50 damage per hero + 18 damage per unit and granting you 9% bonus movement speed per hero and 3% per unit in the 330 AoE for 7 seconds. Deals bonus damage to summoned units equal to 25% of their health. Damage type magic Cooldown: 15","Turns the enemies numbers against them, dealing 160 + 65 damage per hero + 20 damage per unit and granting you 9% bonus movement speed per hero and 3% per unit in the 330 AoE for 7 seconds. Deals bonus damage to summoned units equal to 25% of their health. Damage type magic Cooldown: 15

Paralyzing cask bounces 2 times between enemy units (1 sec on Hero, 5 on creeps). Deals 75 magical damage to non-hero units per bounce. 50 magical damage to heroes. Cooldown: 20","Paralyzing cask bounces 4 times between enemy units (1 sec on Hero, 5 on creeps). Deals 100 magical damage to non-hero units per bounce. 50 magical damage to heroes. Cooldown: 18","Paralyzing cask bounces 6 times between enemy units (1 sec on Hero, 5 on creeps). Deals 125 magical damage to non-hero units per bounce. 50 magical damage to heroes. Cooldown: 16","Paralyzing cask bounces 8 times between enemy units (1 sec on Hero, 5 on creeps). Deals 150 magical damage to non-hero units per bounce. 50 magical damage to heroes. Cooldown: 14

Forces a unit to accept punishment for its sins, increasing the damage it takes by 15% and reducing their movement speed by 15%. Lasts 5 seconds. Bonus damage type is pure. Cooldown: 14","Forces a unit to accept punishment for its sins, increasing the damage it takes by 20% and reducing their movement speed by 20%. Lasts 6 seconds. Bonus damage type is pure. Cooldown: 13","Forces a unit to accept punishment for its sins, increasing the damage it takes by 25% and reducing their movement speed by 25%. Lasts 7 seconds. Bonus damage type is pure. Cooldown: 12","Forces a unit to accept punishment for its sins, increasing the damage it takes by 30% and reducing their movement speed by 30%. Lasts 8 seconds. Bonus damage type is pure. Cooldown: 11
Rikimaru becomes permanently invisible when not attacking. Takes 8 seconds to re-cloak. While in stealth phase Rikimaru regenerate 6 hp/s.","Rikimaru becomes permanently invisible when not attacking. Takes 6 seconds to re-cloak. While in stealth phase Rikimaru regenerate 8 hp/s.","Rikimaru becomes permanently invisible when not attacking. Takes 4 second to re-cloak. While in stealth phase Rikimaru regenerate 10 hp/s.","Rikimaru becomes permanently invisible when not attacking. Takes 2 second to re-cloak. While in stealth phase Rikimaru regenerate 12 hp/s.
The Chaos Knight summons a copy of himself from an alternate dimension. It deals full damage, but takes twice normal damage. Lasts 42 seconds. Has a 50% chance to create an extra illusion. Cooldown: 140","The Chaos Knight summons 2 copies of himself from an alternate dimension. They deal full damage, but takes twice normal damage. Lasts 42 seconds. Has a 50% chance to create an extra illusion. Cooldown: 140","The Chaos Knight summons 3 copies of himself from an alternate dimension. They deal full damage, but takes twice normal damage. Lasts 42 seconds. Has a 50% chance to create an extra illusion. Cooldown: 140
Phantom Rush
Phantom Lancer
Teleports near a target unit and attacks it with 130 increased attack speed for 4 seconds or 4 attacks. Bonus disappears when another target attacker. Cooldown: 14","Teleports near a target unit and attacks it with 130 increased attack speed for 4 seconds or 4 attacks. Bonus disappears when another target attacker. Cooldown: 11","Teleports near a target unit and attacks it with 130 increased attack speed for 4 seconds or 4 attacks. Bonus disappears when another target attacker. Cooldown: 8","Teleports near a target unit and attacks it with 130 increased attack speed for 4 seconds or 4 attacks. Bonus disappears when another target attacker. Cooldown: 5
Phase Boots - Phase

Phase Boots Speed Bonus

Phase Shift
Faerie DragonShifts the Faerie Dragon out of existence for up to 0.75 seconds, temporarily avoiding any further damage. Cooldown: 6","Shifts the Faerie Dragon out of existence for up to 1.5 seconds, temporarily avoiding any further damage. Cooldown: 6","Shifts the Faerie Dragon out of existence for up to 2.25 seconds, temporarily avoiding any further damage. Cooldown: 6","Shifts the Faerie Dragon out of existence for up to 3.25 seconds, temporarily avoiding any further damage. Cooldown: 6
A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces, taking 100 magical damage and is unable to move for 1 second. Creates 5 corpses in the area. Cooldown: 24","A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces, taking 100 magical damage and is unable to move for 1.5 seconds. Creates 5 corpses in the area. Cooldown: 21","A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces, taking 100 magical damage and is unable to move for 2 seconds. Creates 5 corpses in the area. Cooldown: 18","A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces, taking 100 magical damage and is unable to move for 2.5 seconds. Creates 5 corpses in the area. Cooldown: 15

Summons an immobile serpentine ward. The ward has 75 hit points, is magic immune, and deals 11 damage. Deals 50% of the DPS of your Poison Sting. Lasts 40 seconds. Attacks land and air units. Cooldown: 5","Summons an immobile serpentine ward. The ward has 200 hit points, is magic immune, and deals 21 damage. Deals 50% of the DPS of your Poison Sting. Lasts 40 seconds. Attacks land and air units. Cooldown: 5","Summons an immobile serpentine ward. The ward has 325 hit points, is magic immune, and deals 32 damage. Deals 50% of the DPS of your Poison Sting. Lasts 40 seconds. Attacks land and air units. Cooldown: 5","Summons an immobile serpentine ward. The ward has 450 hit points, is magic immune, and deals 42 damage. Deals 50% of the DPS of your Poison Sting. Lasts 40 seconds. Attacks land and air units. Cooldown: 5

Planeswalker's Cloak
Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals magical damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has. 30 minimum damage and 80 maximum. Hits twice. Cooldown: 14","Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals magical damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has. 50 minimum damage and 115 maximum. Hits twice. Cooldown: 14","Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals magical damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has. 70 minimum damage and 150 maximum. Hits twice. Cooldown: 14","Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals magical damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has. 90 minimum damage and 185 maximum. Hits twice. Cooldown: 14
Slows movement and attack speeds by 10% and deals 10 magical damage per second. Lasts 2 seconds. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Slows movement and attack speeds by 20% and deals 16 magical damage per second. Lasts 2 seconds. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Slows movement and attack speeds by 30% and deals 22 magical damage per second. Lasts 2 seconds. Cooldown: 0 Orb effects do not stack Buff placers do not stack","Slows movement and attack speeds by 40% and deals 28 magical damage per second. Lasts 2 seconds. Cooldown: 0 Orb effects do not stack Buff placers do not stack

Poison Nova
VenomancerA ring of poisonous gases surrounds the Venomancer, damaging nearby enemy units for 30 magical damage per second over 16 seconds. Cooldown: 140 Scepter Upgradeable: Improves damage and cooldown.","A ring of poisonous gases surrounds the Venomancer, damaging nearby enemy units for 55 magical damage per second over 16 seconds. Cooldown: 120 Scepter Upgradeable: Improves damage and cooldown.","A ring of poisonous gases surrounds the Venomancer, damaging nearby enemy units for 80 magical damage per second over 16 seconds. Cooldown: 100 Scepter Upgradeable: Improves damage and cooldown.

Poison Powder

Deals 6 magical damage per second for 6 seconds and slows movement speed by 10%. Does not stack. This damage doesn't proc on-damage events. Buff placers do not stack","Deals 12 magical damage per second for 8 seconds and slows movement speed by 11%. Does not stack. This damage doesn't proc on-damage events. Buff placers do not stack","Deals 18 magical damage per second for 10 seconds and slows movement speed by 12%. Does not stack. This damage doesn't proc on-damage events. Buff placers do not stack","Deals 24 magical damage per second for 12 seconds and slows movement speed by 13%. Does not stack. This damage doesn't proc on-damage events. Buff placers do not stack

Poison Sting
Poison Sting
A poisonous magic is placed on an enemy unit causing it to move slowly becoming paralyzed. Slow by 33% for 3 seconds. After the poison sets in, it takes 14 smashing damage per second for 7 seconds. Cooldown: 15","A poisonous magic is placed on an enemy unit causing it to move slowly becoming paralyzed. Slow by 33% for 2 seconds and 66% for 1 second. After the poison sets in, it takes 20 smashing damage per second for 7 seconds. Cooldown: 13","A poisonous magic is placed on an enemy unit causing it to move slowly becoming paralyzed. Slow by 33% for 1 second, 66% for 1 second and 100% for 1 second. After the poison sets in, it takes 26 smashing damage per second for 7 seconds. Cooldown: 11","A poisonous magic is placed on an enemy unit causing it to move slowly becoming paralyzed. Slow by 33% for 1 second, 66% for 1 second and stun for 1 second. After the poison sets in, it takes 36 smashing damage per second for 7 seconds. Cooldown: 7

Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing 80 magical damage in 375 AOE in the departure and arrival locations. Cooldown: 12","Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing 100 magical damage in 375 AOE in the departure and arrival locations. Cooldown: 10","Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing 120 magical damage in 375 AOE in the departure and arrival locations. Cooldown: 8","Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing 140 magical damage in 375 AOE in the departure and arrival locations. Cooldown: 6

Surges directly forward and latches on to the first enemy hero he hits binding it with chains of darkness. The enemy is unable to move more than 275 distance away from the point of impact for 3.5 seconds. Deals 50 magical damage with a maximum range of 700. Cooldown: 19 Scepter Upgradeable: Adds second charge with 10 seconds replenish time. Also increases max leap distance to 1100.","Surges directly forward and latches on to the first enemy hero he hits binding it with chains of darkness. The enemy is unable to move more than 275 distance away from the point of impact for 3.5 seconds. Deals 100 magical damage with a maximum range of 700. Cooldown: 16 Scepter Upgradeable: Adds second charge with 10 seconds replenish time. Also increases max leap distance to 1100.","Surges directly forward and latches on to the first enemy hero he hits binding it with chains of darkness. The enemy is unable to move more than 275 distance away from the point of impact for 3.5 seconds. Deals 150 magical damage with a maximum range of 700. Cooldown: 13 Scepter Upgradeable: Adds second charge with 10 seconds replenish time. Also increases max leap distance to 1100.","Surges directly forward and latches on to the first enemy hero he hits binding it with chains of darkness. The enemy is unable to move more than 275 distance away from the point of impact for 3.5 seconds. Deals 200 magical damage with a maximum range of 700. Cooldown: 10 Scepter Upgradeable: Adds second charge with 10 seconds replenish time. Also increases max leap distance to 1100.

The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units in with him. These cogs require 2 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked and knocked back, taking 50 magical damage and losing 50 mana. Lasts 5 seconds. Cooldown: 15","The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units in with him. These cogs require 2 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked and knocked back, taking 110 magical damage and losing 110 mana. Lasts 6 seconds. Cooldown: 15","The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units in with him. These cogs require 2 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked and knocked back, taking 170 magical damage and losing 170 mana. Lasts 7 seconds. Cooldown: 15","The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units in with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked and knocked back, taking 230 magical damage and losing 230 mana. Lasts 8 seconds. Cooldown: 15
Power Treads
Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 2600 distance, dealing 120 magical damage and destroying trees in its path. The damage dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through. Cooldown: 9","Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 2600 distance, dealing 200 magical damage and destroying trees in its path. The damage dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through. Cooldown: 9","Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 2600 distance, dealing 280 magical damage and destroying trees in its path. The damage dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through. Cooldown: 9","Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 2600 distance, dealing 360 magical damage and destroying trees in its path. The damage dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through. Cooldown: 9

Presence of the Dark Lord
Shadow FiendDecreases the armor of enemies in the area by 3.","Decreases the armor of enemies in the area by 4.","Decreases the armor of enemies in the area by 5.","Decreases the armor of enemies in the area by 6.
Removes all debuffs and disables from the targeted ally and grants them 60 bonus attack speed and 30 health regen for 5 seconds. Cooldown: 16","Removes all debuffs and disables from the targeted ally and grants them 80 bonus attack speed and 40 health regen for 5 seconds. Cooldown: 15","Removes all debuffs and disables from the targeted ally and grants them 100 bonus attack speed and 50 health regen for 5 seconds. Cooldown: 14","Removes all debuffs and disables from the targeted ally and grants them 120 bonus attack speed and 60 health regen for 5 seconds. Cooldown: 13

The Beastmaster looses a deafening roar which deals 200 magical damage and stuns its target for 3 seconds. Enemy units near the roar wave take 200 magical damage and have their movement speed and attack rate reduced for 2 seconds. Due to the force of the roar, all units between the Beastmaster and his prey are shoved aside, creating an open path. Cooldown: 80 Scepter Upgradeable: Improves cooldown and cast range. ","The Beastmaster looses a deafening roar which deals 250 magical damage and stuns its target for 3.5 seconds. Enemy units near the roar wave take 250 magical damage and have their movement speed and attack rate reduced for 3 seconds. Due to the force of the roar, all units between the Beastmaster and his prey are shoved aside, creating an open path. Cooldown: 75 Scepter Upgradeable: Improves cooldown and cast range. ","The Beastmaster looses a deafening roar which deals 300 magical damage and stuns its target for 4 seconds. Enemy units near the roar wave take 300 magical damage and have their movement speed and attack rate reduced for 4 seconds. Due to the force of the roar, all units between the Beastmaster and his prey are shoved aside, creating an open path. Cooldown: 70 Scepter Upgradeable: Improves cooldown and cast range.

Splits the Pandaren Brewmaster into elements, forming 3 specialized warriors, adept at survival. If any of them survive until the end of their summoned timer, the Brewmaster is reborn. Lasts 15 seconds. Cooldown: 140 Scepter Upgradeable: Adds your abilities to the Pandas.","Splits the Pandaren Brewmaster into elements, forming 3 specialized warriors, adept at survival. If any of them survive until the end of their summoned timer, the Brewmaster is reborn. Lasts 17 seconds. Cooldown: 120 Scepter Upgradeable: Adds your abilities to the Pandas.","Splits the Pandaren Brewmaster into elements, forming 3 specialized warriors, adept at survival. If any of them survive until the end of their summoned timer, the Brewmaster is reborn. Lasts 19 seconds. Cooldown: 100 Scepter Upgradeable: Adds your abilities to the Pandas.
Prudence Evasion
Psi Blades
Templar AssassinUsing her psionic powers, the Templar causes enemy units 590 distance behind her target to feel the same pain as the target itself. This psionic power extends her attack range by 60.","Using her psionic powers, the Templar causes enemy units 630 distance behind her target to feel the same pain as the target itself. This psionic power extends her attack range by 120. ","Using her psionic powers, the Templar causes enemy units 670 distance behind her target to feel the same pain as the target itself. This psionic power extends her attack range by 180. ","Using her psionic powers, the Templar causes enemy units 710 distance behind her target to feel the same pain as the target itself. This psionic power extends her attack range by 240.
Creates psionic traps on ground. When triggered, it will slow units within 375 range by 50% for 5 seconds. Charges up from 30% to 50% by 5% each second. Max 5 Traps. Cooldown: 11","Creates psionic traps on ground. When triggered, it will slow units within 375 range by 50% for 5 seconds. Charges up from 30% to 50% by 5% each second. Max 8 Traps. Cooldown: 8","Creates psionic traps on ground. When triggered, it will slow units within 375 range by 50% for 5 seconds. Charges up from 30% to 50% by 5% each second. Max 11 Traps. Cooldown: 5
Puck Effect
Puck Effect
Pulse Nova
Tormented SoulActivate Pulse Nova to damage nearby units for 100 magical damage every second. Costs 20 mana per second. Scepter Upgradeable: Increases damage.","Activate Pulse Nova to damage nearby units for 130 magical damage every second. Costs 40 mana per second. Scepter Upgradeable: Increases damage.","Activate Pulse Nova to damage nearby units for 160 magical damage every second. Costs 60 mana per second. Scepter Upgradeable: Increases damage.

Instantly Purifies a friendly unit for 90 hit points healing it and damaging nearby enemy units. Damage type pure. Cooldown: 10","Instantly Purifies a friendly unit for 170 hit points healing it and damaging nearby enemy units. Damage type pure. Cooldown: 10","Instantly Purifies a friendly unit for 250 hit points healing it and damaging nearby enemy units. Damage type pure. Cooldown: 10","Instantly Purifies a friendly unit for 330 hit points healing it and damaging nearby enemy units. Damage type pure. Cooldown: 10
Burns away impurities from the target, dealing 90 magical damage and causing them to regenerate life 11 HP each second for 9 seconds. Can be cast on both allies and enemies. Cooldown: 2.25 Scepter Upgradeable: Reduces Purifying Flames cooldown from 2.25 to 1, cast point to 0.1 ","Burns away impurities from the target, dealing 180 magical damage and causing them to regenerate life 22 HP each second for 9 seconds. Can be cast on both allies and enemies. Cooldown: 2.25 Scepter Upgradeable: Reduces Purifying Flames cooldown from 2.25 to 1, cast point to 0.1 ","Burns away impurities from the target, dealing 270 magical damage and causing them to regenerate life 33 HP each second for 9 seconds. Can be cast on both allies and enemies. Cooldown: 2.25 Scepter Upgradeable: Reduces Purifying Flames cooldown from 2.25 to 1, cast point to 0.1 ","Burns away impurities from the target, dealing 360 magical damage and causing them to regenerate life 44 HP each second for 9 seconds. Can be cast on both allies and enemies. Cooldown: 2.25" Scepter Upgradeable: Reduces Purifying Flames cooldown from 2.25 to 1, cast point to 0.1

Quas
Invoker1 HP regen per level per instance. Upgrading this skill will give you +2 Strength.","1 HP regen per level per instance. Upgrading this skill will give you +2 Strength.","1 HP regen per level per instance. Upgrading this skill will give you +2 Strength.","1 HP regen per level per instance. Upgrading this skill will give you +2 Strength.","1 HP regen per level per instance. Upgrading this skill will give you +2 Strength.","1 HP regen per level per instance. Upgrading this skill will give you +2 Strength.","1 HP regen per level per instance. Upgrading this skill will give you +2 Strength.

Quill Spray
BristlebackSprays the area with quills dealing 20 smashing damage. Deals an extra 26 smashing damage to an enemy unit for everytime it has been hit by a quill in the last 14 seconds. Cooldown: 3","Sprays the area with quills dealing 40 smashing damage. Deals an extra 28 smashing damage to an enemy unit for everytime it has been hit by a quill in the last 14 seconds. Cooldown: 3","Sprays the area with quills dealing 60 smashing damage. Deals an extra 30 smashing damage to an enemy unit for everytime it has been hit by a quill in the last 14 seconds. Cooldown: 3","Sprays the area with quills dealing 80 smashing damage. Deals an extra 32 smashing damage to an enemy unit for everytime it has been hit by a quill in the last 14 seconds. Cooldown: 3

Increases Syllabear and his Spirit Bear companion's attack speed by 10% and movement speed by 5%. Lasts 10 seconds. Cooldown: 30","Increases Syllabear and his Spirit Bear companion's attack speed by 20% and movement speed by 10%. Lasts 10 seconds. Cooldown: 30","Increases Syllabear and his Spirit Bear companion's attack speed by 30% and movement speed by 15%. Lasts 10 seconds. Cooldown: 30","Increases Syllabear and his Spirit Bear companion's attack speed by 40% and movement speed by 20%. Lasts 10 seconds. Cooldown: 30
Radiance Swap

N'aix goes into a maddened rage, becoming immune to magic spells and gaining 30% increased attack speed for 3 seconds. Cooldown: 16","N'aix goes into a maddened rage, becoming immune to magic spells and gaining 45% increased attack speed for 4 seconds. Cooldown: 16","N'aix goes into a maddened rage, becoming immune to magic spells and gaining 60% increased attack speed for 5 seconds. Cooldown: 16","N'aix goes into a maddened rage, becoming immune to magic spells and gaining 80% increased attack speed for 6 seconds. Cooldown: 16

Calls an Infernal down from the sky, stunning nearby enemies for 1 second. The infernal lasts 60 seconds, deals moderate damage, takes reduced damage from spells, has Permanent Immolation and has a chance to use his Flaming Fists to pulverize an area. Cooldown: 165 Scepter Upgradeable: Calls down an extra Infernal.","Calls an Infernal down from the sky, stunning nearby enemies for 1 second. The infernal lasts 60 seconds, deals heavy damage, takes reduced damage from spells, has Permanent Immolation and has a chance to use his Flaming Fists to pulverize an area. Cooldown: 165 Scepter Upgradeable: Calls down an extra Infernal.","Calls an Infernal down from the sky, stunning nearby enemies for 1 second. The infernal lasts 60 seconds, deals deadly damage, takes reduced damage from spells, has Permanent Immolation and has a chance to use his Flaming Fists to pulverize an area. Cooldown: 165 Scepter Upgradeable: Calls down an extra Infernal.

Raise Dead (Item)

Slams the ground, causing waves of spikes to propagate from the hero in all directions. Deals 200 magical damage and stuns for 1.5 seconds. Cooldown: 150","Slams the ground, causing waves of spikes to propagate from the hero in all directions. Deals 290 magical damage and stuns for 1.8 seconds. Cooldown: 150","Slams the ground, causing waves of spikes to propagate from the hero in all directions. Deals 380 magical damage and stuns for 2.25 seconds. Cooldown: 150
Reactive Armor
Goblin ShredderWhat doesn't kill ya makes ya stronger! Every physical attack made on Rizzrak increases his armor and gives him bonus hp regen. Each stack lasts for 16 seconds. Stacks up to 5 times.","What doesn't kill ya makes ya stronger! Every physical attack made on Rizzrak increases his armor and gives him bonus hp regen. Each stack lasts for 16 seconds. Stacks up to 11 times.","What doesn't kill ya makes ya stronger! Every physical attack made on Rizzrak increases his armor and gives him bonus hp regen. Each stack lasts for 16 seconds. Stacks up to 17 times.","What doesn't kill ya makes ya stronger! Every physical attack made on Rizzrak increases his armor and gives him bonus hp regen. Each stack lasts for 16 seconds. Stacks up to 23 times.
The Chaos Knight rips open the fabric of time and space and draws himself and his victim closer to each other. The Chaos Knight may bring any illusions or phantasms of himself along through the rift of reality. Travelling through this rift will enhance the Chaos Knights damage by 60 for one hit. Cooldown: 24","The Chaos Knight rips open the fabric of time and space and draws himself and his victim closer to each other. The Chaos Knight may bring any illusions or phantasms of himself along through the rift of reality. Travelling through this rift will enhance the Chaos Knights damage by 80 for one hit. Cooldown: 18","The Chaos Knight rips open the fabric of time and space and draws himself and his victim closer to each other. The Chaos Knight may bring any illusions or phantasms of himself along through the rift of reality. Travelling through this rift will enhance the Chaos Knights damage by 100 for one hit. Cooldown: 12","The Chaos Knight rips open the fabric of time and space and draws himself and his victim closer to each other. The Chaos Knight may bring any illusions or phantasms of himself along through the rift of reality. Travelling through this rift will enhance the Chaos Knights damage by 120 for one hit. Cooldown: 6
Sucks the life from a target, dealing .4 magical damage per point of life missing. Stuns for 1.5 seconds. If the target dies during this, you will be credited for the kill. If the target dies, respawn time will be increased by 10 seconds. Cooldown: 100 Scepter Upgradeable: Increases damage ratio and prevents buyback.","Sucks the life from a target, dealing .6 magical damage per point of life missing. Stuns for 1.5 seconds. If the target dies during this, you will be credited for the kill. If the target dies, respawn time will be increased by 20 seconds. Cooldown: 85 Scepter Upgradeable: Increases damage ratio and prevents buyback.","Sucks the life from a target, dealing .9 magical damage per point of life missing. Stuns for 1.5 seconds. If the target dies during this, you will be credited for the kill. If the target dies, respawn time will be increased by 30 seconds. Cooldown: 70 Scepter Upgradeable: Increases damage ratio and prevents buyback.

Rearm
TinkerInstantly refreshes Tinker's all ability and item cooldown. Does not refreshes Black King Bar, Arcane Ring, Helm of the Dominator, Hand of Midas, Refresher Orb, and Necronomicon. 3 seconds casting time.","Instantly refreshes Tinker's all ability and item cooldown. Does not refreshes Black King Bar, Arcane Ring, Helm of the Dominator, Hand of Midas, Refresher Orb, and Necronomicon. 1.5 seconds casting time.","Instantly refreshes Tinker's all ability and item cooldown. Does not refreshes Black King Bar, Arcane Ring, Helm of the Dominator, Hand of Midas, Refresher Orb, and Necronomicon. 0.75 seconds casting time.
Terrorblade brings forth an invulnerable dark reflection of all nearby enemy heroes. Affected enemy Heroes are slowed by 25% and attacked by their reflection. Reflection deals 40% damage and lasts for 2.5 seconds. Doesn't affect invisible or fogged units. Cooldown: 22","Terrorblade brings forth an invulnerable dark reflection of all nearby enemy heroes. Affected enemy Heroes are slowed by 25% and attacked by their reflection. Reflection deals 60% damage and lasts for 3.5 seconds. Doesn't affect invisible or fogged units. Cooldown: 20","Terrorblade brings forth an invulnerable dark reflection of all nearby enemy heroes. Affected enemy Heroes are slowed by 25% and attacked by their reflection. Reflection deals 80% damage and lasts for 4.5 seconds. Doesn't affect invisible or fogged units. Cooldown: 18","Terrorblade brings forth an invulnerable dark reflection of all nearby enemy heroes. Affected enemy Heroes are slowed by 25% and attacked by their reflection. Reflection deals 100% damage and lasts for 5.5 seconds. Doesn't affect invisible or fogged units. Cooldown: 16
Refraction
Templar AssassinManipulating psionic energy around herself granting a mystical refraction of light that protects her from external harm from 3 sources and giving her 20 bonus damage for 3 attacks. Lasts 17 seconds. Cooldown: 17","Manipulating psionic energy around herself granting a mystical refraction of light that protects her from external harm from 4 sources and giving her 40 bonus damage for 4 attacks. Lasts 17 seconds. Cooldown: 17","Manipulating psionic energy around herself granting a mystical refraction of light that protects her from external harm from 5 sources and giving her 60 bonus damage for 5 attacks. Lasts 17 seconds. Cooldown: 17","Manipulating psionic energy around herself granting a mystical refraction of light that protects her from external harm from 6 sources and giving her 80 bonus damage for 6 attacks. Lasts 17 seconds. Cooldown: 17
Refresher Container
Refresher Orb Cooldown Reset
When killed, this hero will come back to life and slow enemies in a 900 aoe by 75% for 5 seconds. Reincarnation has a 260 second cooldown. Scepter Upgradeable: Allies who are near Skeleton King (within 1200 aoe) when slain become Wraiths for 7 seconds, delaying their death.","When killed, this hero will come back to life and slow enemies in a 900 aoe by 75% for 5 seconds. Reincarnation has a 160 second cooldown. Scepter Upgradeable: Allies who are near Skeleton King (within 1200 aoe) when slain become Wraiths for 7 seconds, delaying their death.","When killed, this hero will come back to life and slow enemies in a 900 aoe by 75% for 5 seconds. Reincarnation has a 60 second cooldown. Scepter Upgradeable: Allies who are near Skeleton King (within 1200 aoe) when slain become Wraiths for 7 seconds, delaying their death.
Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds. There is a 2.5 second casting delay and the enemy has visual indicators of the teleport. Cooldown: 90","Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds. There is a 2.25 second casting delay and the enemy has visual indicators of the teleport. Cooldown: 75","Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds. There is a 2 second casting delay and the enemy has visual indicators of the teleport. Cooldown: 60","Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. 1800 Range, 225 AOE. 280 damage. Cooldown: 15
Plants a powerful mine that only detonates when triggered. Deals 300 magical damage when detonated. Cannot damage buildings. Lasts 10 minutes. Cooldown: 10 Scepter Upgradeable: Improves damage and cast range. Also provides Minefield sign, which can be used to make Mines nearby it undetectable.","Plants a powerful mine that only detonates when triggered. Deals 450 magical damage when detonated. Cannot damage buildings. Lasts 10 minutes. Cooldown: 10 Scepter Upgradeable: Improves damage and cast range. Also provides Minefield sign, which can be used to make Mines nearby it undetectable.","Plants a powerful mine that only detonates when triggered. Deals 600 magical damage when detonated. Cannot damage buildings. Lasts 10 minutes. Cooldown: 10 Scepter Upgradeable: Improves damage and cast range. Also provides Minefield sign, which can be used to make Mines nearby it undetectable.
Creates powerful warding magics around a target unit that protects it from all magic for 4 seconds. Cooldown: 14","Creates powerful warding magics around a target unit that protects it from all magic for 5 seconds. Cooldown: 14","Creates powerful warding magics around a target unit that protects it from all magic for 6 seconds. Cooldown: 14","Creates powerful warding magics around a target unit that protects it from all magic for 7 seconds. Cooldown: 14

The Morphling creates a near-perfect replication of a friendly or enemy hero, dealing 50% of the original's damage. Lasts 30 seconds. 700 cast range. Cooldown: 80","The Morphling creates a near-perfect replication of a friendly or enemy hero, dealing 50% of the original's damage. Lasts 45 seconds. 1100 cast range. Cooldown: 80","The Morphling creates a near-perfect replication of a friendly or enemy hero, dealing 50% of the original's damage. Lasts 60 seconds. 1500 cast range. Cooldown: 80
Summons evil spirits around you dealing 80 magical damage each. Number of spirits is related to the number of souls stored - one spirit per every 2 souls. Lowers movement speed of enemies nearby by 25% and damage by 50%. The closer the units are the greater the damage. 1 second casting time. Cooldown: 120 Scepter Upgradeable: Waves start moving backwards to the caster, dealing 40% of original damage and heal. Improves Necromastery (+10 souls). ","Summons evil spirits around you dealing 120 magical damage each. Number of spirits is related to the number of souls stored - one spirit per every 2 souls. Lowers movement speed of enemies nearby by 25% and damage by 50%. The closer the units are the greater the damage. 1 second casting time. Cooldown: 110 Scepter Upgradeable: Waves start moving backwards to the caster, dealing 40% of original damage and heal. Improves Necromastery (+10 souls) ","Summons evil spirits around you dealing 160 magical damage each. Number of spirits is related to the number of souls stored - one spirit per every 2 souls. Lowers movement speed of enemies nearby by 25% and damage by 50%. The closer the units are the greater the damage. 1 second casting time. Cooldown: 100 Scepter Upgradeable: Waves start moving backwards to the caster, dealing 40% of original damage and heal. Improves Necromastery (+10 souls)

Retaliation
Centaur WarchiefThe Centaur Warchief, fortified by his battle-hardened skin, damages attackers upon them hitting him, dealing 11 + 30% of STR as smashing damage.","The Centaur Warchief, fortified by his battle-hardened skin, damages attackers upon them hitting him, dealing 15 + 45% of STR as smashing damage.","The Centaur Warchief, fortified by his battle-hardened skin, damages attackers upon them hitting him, dealing 19 + 60% of STR as smashing damage.","The Centaur Warchief, fortified by his battle-hardened skin, damages attackers upon them hitting him, dealing 23 + 75% of STR as smashing damage.
Through some unknown property of matter, the Magnataur sucks all nearby units to his position. He stuns them with a powerful stomp stunning them for 2.25 seconds and deals 50 magical damage. Cooldown: 120","Through some unknown property of matter, the Magnataur sucks all nearby units to his position. He stuns them with a powerful stomp stunning them for 3 seconds and deals 125 magical damage. Cooldown: 110","Through some unknown property of matter, the Magnataur sucks all nearby units to his position. He stuns them with a powerful stomp stunning them for 3.75 seconds and deals 200 damage. Cooldown: 100" Cooldown: 120/110/100
Ring of Aquila
Ring of Aquila Container
Ring of Basilius
Ring of Basilius Container
Calls upon the power of the seas, creating an enchanted wave that deals 100 magical damage and degrades enemy unit's armor by 2 for 8 seconds. Cooldown: 10","Calls upon the power of the seas, creating an enchanted wave that deals 140 magical damage and degrades enemy unit's armor by 3 for 8 seconds. Cooldown: 10","Calls upon the power of the seas, creating an enchanted wave that deals 180 magical damage and degrades enemy unit's armor by 4 for 8 seconds. Cooldown: 10","Calls upon the power of the seas, creating an enchanted wave that deals 220 magical damage and degrades enemy unit's armor by 5 for 8 seconds. Cooldown: 10
Roar

Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds. Each rocket does 7 magical damage. Cooldown: 7","Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds. Each rocket does 12 magical damage. Cooldown: 6.5","Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds. Each rocket does 17 magical damage. Cooldown: 6","Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds. Each rocket does 22 magical damage. Cooldown: 5.5

Fires a fast moving missile at a target area on the map, revealing the targeted area for 10 seconds. Upon impact it deals 80 magical damage to enemy units in the 575 AOE explosion. Cooldown: 20","Fires a fast moving missile at a target area on the map, revealing the targeted area for 10 seconds. Upon impact it deals 120 magical damage to enemy units in the 575 AOE explosion. Cooldown: 18","Fires a fast moving missile at a target area on the map, revealing the targeted area for 10 seconds. Upon impact it deals 160 magical damage to enemy units in the 575 AOE explosion. Cooldown: 16","Fires a fast moving missile at a target area on the map, revealing the targeted area for 10 seconds. Upon impact it deals 200 magical damage to enemy units in the 575 AOE explosion. Cooldown: 14
Kaolin turns into a boulder and begins spinning in place to build up momentum. After 0.6 seconds, he launches himself 800 distance in the direction he is facing, damaging units he passes through but stopping if he collides with an enemy hero or is stunned. Rolling over a Rock will add momentum, increasing roll distance and speed by 100%, and adding an 80% movement speed slow to the hero you collide with for 1.4 seconds. Deals 100 magical damage. Cooldown: 16","Kaolin turns into a boulder and begins spinning in place to build up momentum. After 0.6 seconds, he launches himself 800 distance in the direction he is facing, damaging units he passes through but stopping if he collides with an enemy hero or is stunned. Rolling over a Rock will add momentum, increasing roll distance and speed by 100%, and adding an 80% movement speed slow to the hero you collide with for 1.6 seconds. Deals 100 magical damage. Cooldown: 12","Kaolin turns into a boulder and begins spinning in place to build up momentum. After 0.6 seconds, he launches himself 800 distance in the direction he is facing, damaging units he passes through but stopping if he collides with an enemy hero or is stunned. Rolling over a Rock will add momentum, increasing roll distance and speed by 100%, and adding an 80% movement speed slow to the hero you collide with for 1.8 seconds. Deals 100 magical damage. Cooldown: 8","Kaolin turns into a boulder and begins spinning in place to build up momentum. After 0.6 seconds, he launches himself 800 distance in the direction he is facing, damaging units he passes through but stopping if he collides with an enemy hero or is stunned. Rolling over a Rock will add momentum, increasing roll distance and speed by 100%, and adding an 80% movement speed slow to the hero you collide with for 2 seconds. Deals 100 magical damage. Cooldown: 4

Activate Rot to decay all nearby enemies for 30 magical damage a second. Pudge will also take damage from Rot. Slows opponents by 20%.","Activate Rot to decay all nearby enemies for 60 magical damage a second. Pudge will also take damage from Rot. Slows opponents by 20%.","Activate Rot to decay all nearby enemies for 90 magical damage a second. Pudge will also take damage from Rot. Slows opponents by 20%.","Activate Rot to decay all nearby enemies for 120 magical damage a second. Pudge will also take damage from Rot. Slows opponents by 20%.
Rupture
BloodseekerDeals 30% of distance unit moved as divine damage. Lasts 12 seconds. Cooldown: 60 Scepter Upgradeable: turns ability into 2-charged with 40 seconds cooldown each.","Deals 45% of distance unit moved as divine damage Lasts 12 seconds. Cooldown: 60 Scepter Upgradeable: turns ability into 2-charged with 40 seconds cooldown each.","Deals 60% of distance unit moved as divine damage Lasts 12 seconds. Cooldown: 60 Scepter Upgradeable: turns ability into 2-charged with 40 seconds cooldown each.

Sadist
NecrolyteThe Necrolyte gets 2 mp/sec and 1 hp/sec for 6 seconds for each unit killed. Hero kills give 10 times the bonus.","The Necrolyte gets 4 mp/sec and 2 hp/sec for 6 seconds for each unit killed. Hero kills give 10 times the bonus.","The Necrolyte gets 6 mp/sec and 3 hp/sec for 6 seconds for each unit killed. Hero kills give 10 times the bonus.","The Necrolyte gets 12 mp/sec and 6 hp/sec for 6 seconds for each unit killed. Hero kills give 10 times the bonus.

Create an enormous Sand Storm which makes the Sand King invisible for 20 seconds, while damaging his enemies, dealing 25 magical damage per second to nearby enemy units in 525 range around him. The Sand Storm stops when the Sand King moves, attacks or casts another spell. 1.5 second delay before revealed. Channeling Cooldown: 40 ","Create an enormous Sand Storm which makes the Sand King invisible for 40 seconds, while damaging his enemies, dealing 50 magical damage per second to nearby enemy units in 525 range around him. The Sand Storm stops when the Sand King moves, attacks or casts another spell. 1.5 second delay before revealed. Channeling Cooldown: 30","Create an enormous Sand Storm which makes the Sand King invisible for 60 seconds, while damaging his enemies, dealing 75 magical damage per second to nearby enemy units in 525 range around him. The Sand Storm stops when the Sand King moves, attacks or casts another spell. 1.5 second delay before revealed. Channeling Cooldown: 20","Create an enormous Sand Storm which makes the Sand King invisible for 80 seconds, while damaging his enemies, dealing 100 magical damage per second to nearby enemy units in 525 range around him. The Sand Storm stops when the Sand King moves, attacks or casts another spell. 1.5 second delay before revealed. Channeling Cooldown: 10
SandKing Aghanim Effect

Sange and Yasha
Deals magical damage to enemy heroes in a 375 AOE equal to the difference between their intelligence and the Destroyer's intelligence, multiplied by 8. Affected enemy heroes will lose 40% of their remaining mana. Heroes with more intelligence than the Destroyer will not be damaged. Cooldown: 160 Scepter Upgradeable: Affects everyone in the area of effect with Astral Imprisonment after it deals its damage.","Deals magical damage to enemy heroes in a 475 AOE equal to the difference between their intelligence and the Destroyer's intelligence, multiplied by 9. Affected enemy heroes will lose 40% of their remaining mana. Heroes with more intelligence than the Destroyer will not be damaged. Cooldown: 160 Scepter Upgradeable: Affects everyone in the area of effect with Astral Imprisonment after it deals its damage.","Deals magical damage to enemy heroes in a 575 AOE equal to the difference between their intelligence and the Destroyer's intelligence, multiplied by 10. Affected enemy heroes will lose 40% of their remaining mana. Heroes with more intelligence than the Destroyer will not be damaged. Cooldown: 160 Scepter Upgradeable: Affects everyone in the area of effect with Astral Imprisonment after it deals its damage.

Sapphire Water
Satanic this
Scepter (Chen)
Scepter (Clockwerk)
Scepter (Dark Seer)
Scepter (Destroyer)
Scepter (Enchantress 2)
Scepter (Gyrocopter)
Scepter (Huskar)
Scepter (Jugg)
Scepter (KOTL)
Scepter (Leshrac)
Scepter (Lina)
Scepter (Lion)
Scepter (Ogre Magi)
Scepter (Pugna)
Scepter (QOP)
Scepter (Razor)
Scepter (Rhasta)
Scepter (Void)
Scepter (VS)
Scepter (Warlock)
Scepter (Witch Doctor)
Scepter (Zeus)
Scepter CM

Blankets the ground you walk on in flames, causing all nearby opponents to take 10 magical damage a second. Lucy conversely gains 10 health a second while in flames, and 14% increased move. Lasts 10 seconds. Cooldown: 55","Blankets the ground you walk on in flames, causing all nearby opponents to take 20 magical damage a second. Lucy conversely gains 20 health a second while in flames, and 14% increased move. Lasts 12 seconds. Cooldown: 55","Blankets the ground you walk on in flames, causing all nearby opponents to take 30 magical damage a second. Lucy conversely gains 30 health a second while in flames, and 14% increased move. Lasts 14 seconds. Cooldown: 55","Blankets the ground you walk on in flames, causing all nearby opponents to take 40 magical damage a second. Lucy conversely gains 40 health a second while in flames, and 14% increased move. Lasts 16 seconds. Cooldown: 55

Scream of Pain
Queen of PainThe Queen of Pain lets loose a piercing scream damaging nearby enemies. Each scream does 85 magical damage. Cooldown: 7","The Queen of Pain lets loose a piercing scream damaging nearby enemies. Each scream does 165 magical damage. Cooldown: 7","The Queen of Pain lets loose a piercing scream damaging nearby enemies. Each scream does 225 magical damage. Cooldown: 7","The Queen of Pain lets loose a piercing scream damaging nearby enemies. Each scream does 300 magical damage. Cooldown: 7

Scroll of Haste

Scroll of Regeneration
healScroll of Teleportation active
blink
Searing Arrows
Bone FletcherXin unleashes up to 2 fiery bolas that wrap around nearby enemies, anchoring them in place for 1 seconds and dealing 80 magical damage per second. Cooldown: 14","Xin unleashes up to 2 fiery bolas that wrap around nearby enemies, anchoring them in place for 2 seconds and dealing 60 magical damage per second. Cooldown: 12","Xin unleashes up to 2 fiery bolas that wrap around nearby enemies, anchoring them in place for 2 seconds and dealing 120 magical damage per second. Cooldown: 10","Xin unleashes up to 2 fiery bolas that wrap around nearby enemies, anchoring them in place for 3 seconds and dealing 100 magical damage per second. Cooldown: 8
Sentry Ward (New, item)

Magically binds a target enemy unit, so that it cannot move or attack for 2.75 seconds dealing 42 magical damage per second. Cooldown: 10 Channeling","Magically binds a target enemy unit, so that it cannot move or attack for 3.5 seconds dealing 51 magical damage per second. Cooldown: 10 Channeling","Magically binds a target enemy unit, so that it cannot move or attack for 4.25 seconds dealing 55 magical damage per second. Cooldown: 10 Channeling","Magically binds a target enemy unit, so that it cannot move or attack for 5 seconds dealing 60 magical damage per second. Cooldown: 10 Channeling
Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it for 1.5 seconds. Cooldown: 12","Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it for 2.25 seconds. Cooldown: 12","Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it for 3 seconds. Cooldown: 12","Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it for 3.75 seconds. Cooldown: 12

Shadow Amulet
invisibilityAllows you to turn invisible and move 25% faster for a time. An attack to break out of the invisibility deals 50 bonus damage. Lasts 20 seconds.
The Nightcrawler takes on a guise of invisibility that never gets revealed for 4 seconds. This skill also passively increases the Nightcrawlers movespeed by 30% and adds 3% regeneration when he is out of sight of hostile units. This effect has a 1.5 seconds delay when activating and a 0.5 seconds delay when deactivating. Cooldown: 60","The Nightcrawler takes on a guise of invisibility that never gets revealed for 4 seconds. This skill also passively increases the Nightcrawlers movespeed by 35% and adds 5% regeneration when he is out of sight of hostile units. This effect has a 1.5 seconds delay when activating and a 0.5 seconds delay when deactivating. Cooldown: 60","The Nightcrawler takes on a guise of invisibility that never gets revealed for 4 seconds. This skill also passively increases the Nightcrawlers movespeed by 40% and adds 7% regeneration when he is out of sight of hostile units. This effect has a 1.5 seconds delay when activating and a 0.5 seconds delay when deactivating. Cooldown: 60
Shadow Dance 2
Ice BlastEredar casts forth a shadowy poison which afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. 38 base damage. Stacking damage (20) doubles for the first 5 casts and then increases by only 50 per cast after that. Deals magical damage. Cooldown: 2.5","Eredar casts forth a shadowy poison which afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. 42 base damage. Stacking damage (35) doubles for the first 5 casts and then increases by only 50 per cast after that. Deals magical damage. Cooldown: 2.5","Eredar casts forth a shadowy poison which afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. 46 base damage. Stacking damage (50) doubles for the first 5 casts and then increases by only 50 per cast after that. Deals magical damage. Cooldown: 2.5","Eredar casts forth a shadowy poison which afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. 50 base damage. Stacking damage (65) doubles for the first 5 casts and then increases by only 50 per cast after that. Deals magical damage. Cooldown: 2.5

Hurls a poisoned dagger at a target enemy unit, dealing 50 initial universal damage, and 30 magical damage every 3 seconds for 15 seconds. The poison slows the movement speed of the targeted unit for a short duration. Cooldown: 16","Hurls a poisoned dagger at a target enemy unit, dealing 75 initial universal damage, and 40 magical damage every 3 seconds for 15 seconds. The poison slows the movement speed of the targeted unit for a short duration. Cooldown: 12","Hurls a poisoned dagger at a target enemy unit, dealing 100 initial universal damage, and 50 magical damage every 3 seconds for 15 seconds. The poison slows the movement speed of the targeted unit for a short duration. Cooldown: 8","Hurls a poisoned dagger at a target enemy unit, dealing 125 initial universal damage, and 60 magical damage every 3 seconds for 15 seconds. The poison slows the movement speed of the targeted unit for a short duration. Cooldown: 4
Sends forth a Shadow Wave to heal up to 3 units. Healed units also damage a small area around them for the same amount. Dissipates 80 smashing damage. Cooldown: 12 ","Sends forth a Shadow Wave to heal up to 4 units. Healed units also damage a small area around them for the same amount. Dissipates 100 smashing damage. Cooldown: 10 ","Sends forth a Shadow Wave to heal up to 5 units. Healed units also damage a small area around them for the same amount. Dissipates 120 smashing damage. Cooldown: 8 ","Sends forth a Shadow Wave to heal up to 6 units. Healed units also damage a small area around them for the same amount. Dissipates 140 smashing damage. Cooldown: 6
Casts a basic life-force magic on a unit. Shadow Word heals or damages for 15 hit points per second. Deals magical damage. Lasts 11 seconds. Cooldown: 16","Casts a basic life-force magic on a unit. Shadow Word heals or damages for 25 hit points per second. Deals magical damage. Lasts 11 seconds. Cooldown: 16","Casts a basic life-force magic on a unit. Shadow Word heals or damages for 35 hit points per second. Deals magical damage. Lasts 11 seconds. Cooldown: 16","Casts a basic life-force magic on a unit. Shadow Word heals or damages for 45 hit points per second. Deals magical damage. Lasts 11 seconds. Cooldown: 16

Shadowraze
Shadow FiendBlasts an area 200 units in front of the Shadow Fiend for 100 magical damage. Cooldown: 10","Blasts an area 200 units in front of the Shadow Fiend for 175 magical damage. Cooldown: 10","Blasts an area 200 units in front of the Shadow Fiend for 250 magical damage. Cooldown: 10","Blasts an area 200 units in front of the Shadow Fiend for 325 magical damage. Cooldown: 10

Shallow Grave
Shadow PriestShallow Grave prevents any damage from killing the targeted hero for 5 seconds. 550 cast range. Cooldown: 60","Shallow Grave prevents any damage from killing the targeted hero for 5 seconds. 700 cast range. Cooldown: 45","Shallow Grave prevents any damage from killing the targeted hero for 5 seconds. 850 cast range. Cooldown: 30","Shallow Grave prevents any damage from killing the targeted hero for 5 seconds. 1000 cast range. Cooldown: 15

Shapeshifts the Lycanthrope into a powerful Wolf with critical strike, and increased attack speed. This gives him and his units the ability to move at a constant 650 speed and not be slowed. Lasts 18 seconds. Cooldown: <A093,Cool1>","Shapeshifts the Lycanthrope into a powerful Wolf with critical strike, and increased attack speed. This gives him and his units the ability to move at a constant 650 speed and not be slowed. Lasts 18 seconds. Cooldown: <A093,Cool2>","Shapeshifts the Lycanthrope into a powerful Wolf with critical strike, and increased attack speed. This gives him and his units the ability to move at a constant 650 speed and not be slowed. Lasts 18 seconds. Cooldown: <A093,Cool3>

Shockwave
MagnataurA wave of force ripples outward, causing 75 magical damage to units in a line. Cooldown: 10","A wave of force ripples outward, causing 150 magical damage to units in a line. Cooldown: 9","A wave of force ripples outward, causing 225 magical damage to units in a line. Cooldown: 8","A wave of force ripples outward, causing 300 magical damage to units in a line. Cooldown: 7

Fires a ball full of shrapnel into the air, which promptly explodes, showering the target area. Enemy units that walk in this area take 12 magical damage per second and are slowed by 15%. Shrapnel lasts for 10 seconds. 450 AoE. Cooldown: 0 Charged ability. Maximum 3 charges, every charge takes 55 seconds to restore. Restore happens one-by-one, not individually.","Fires a ball full of shrapnel into the air, which promptly explodes, showering the target area. Enemy units that walk in this area take 24 magical damage per second and are slowed by 20%. Shrapnel lasts for 10 seconds. 450 AoE. Cooldown: 0 Charged ability. Maximum 3 charges, every charge takes 55 seconds to restore. Restore happens one-by-one, not individually.","Fires a ball full of shrapnel into the air, which promptly explodes, showering the target area. Enemy units that walk in this area take 36 magical damage per second and are slowed by 25%. Shrapnel lasts for 10 seconds. 450 AoE. Cooldown: 0 Charged ability. Maximum 3 charges, every charge takes 55 seconds to restore. Restore happens one-by-one, not individually.","Fires a ball full of shrapnel into the air, which promptly explodes, showering the target area. Enemy units that walk in this area take 48 magical damage per second and are slowed by 30%. Shrapnel lasts for 10 seconds. 450 AoE. Cooldown: 0 Charged ability. Maximum 3 charges, every charge takes 55 seconds to restore. Restore happens one-by-one, not individually.

Move so quickly as to become invisible, damaging enemy units for 75 magical damage as you pass through them. Lasts 4 seconds. Cooldown: 12","Move so quickly as to become invisible, damaging enemy units for 100 magical damage as you pass through them. Lasts 4 seconds. Cooldown: 10","Move so quickly as to become invisible, damaging enemy units for 125 magical damage as you pass through them. Lasts 4 seconds. Cooldown: 8","Move so quickly as to become invisible, damaging enemy units for 150 magical damage as you pass through them. Lasts 4 seconds. Cooldown: 6

Tosses a Shuriken at a target enemy, dealing 150 magical damage. The shuriken will bounce between any Tracked units who are within a 900 radius of each other. Cooldown: 10 Scepter Upgradeable: Causes Shuriken Toss to bounce up to twice between each tracked hero and increased stun duration.","Tosses a Shuriken at a target enemy, dealing 225 magical damage. The shuriken will bounce between any Tracked units who are within a 900 radius of each other. Cooldown: 10 Scepter Upgradeable: Causes Shuriken Toss to bounce up to twice between each tracked hero and increased stun duration.","Tosses a Shuriken at a target enemy, dealing 300 magical damage. The shuriken will bounce between any Tracked units who are within a 900 radius of each other. Cooldown: 10 Scepter Upgradeable: Causes Shuriken Toss to bounce up to twice between each tracked hero and increased stun duration.","Tosses a Shuriken at a target enemy, dealing 375 magical damage. The shuriken will bounce between any Tracked units who are within a 900 radius of each other. Cooldown: 10 Scepter Upgradeable: Causes Shuriken Toss to bounce up to twice between each tracked hero and increased stun duration.

Stops all enemies in a target area from casting spells for 3 seconds. Cooldown: 15","Stops all enemies in a target area from casting spells for 4 seconds. Cooldown: 15","Stops all enemies in a target area from casting spells for 5 seconds. Cooldown: 15","Stops all enemies in a target area from casting spells for 6 seconds. Cooldown: 15
Become invisible for 20 seconds, increasing movement speed by 11%. Cooldown: 20","Become invisible for 25 seconds, increasing movement speed by 22%. Cooldown: 19","Become invisible for 30 seconds, increasing movement speed by 33%. Cooldown: 18","Become invisible for 35 seconds, increasing movement speed by 44%. Cooldown: 17
Magnataur rushes forward up to 750 range, goring enemy heroes on his massive tusks. This drags those units along with him and deals 70 magical damage to them. Upon reaching his destination, the units are slowed by 40% for 2.5 seconds. Cooldown: 30 Scepter Upgradeable: Reduces cooldown and manacost.","Magnataur rushes forward up to 900 range, goring enemy heroes on his massive tusks. This drags those units along with him and deals 140 magical damage to them. Upon reaching his destination, the units are slowed by 40% for 2.5 seconds. Cooldown: 30 Scepter Upgradeable: Reduces cooldown and manacost.","Magnataur rushes forward up to 1050 range, goring enemy heroes on his massive tusks. This drags those units along with him and deals 210 magical damage to them. Upon reaching his destination, the units are slowed by 40% for 2.5 seconds. Cooldown: 30 Scepter Upgradeable: Reduces cooldown and manacost.","Magnataur rushes forward up to 1200 range, goring enemy heroes on his massive tusks. This drags those units along with him and deals 280 magical damage to them. Upon reaching his destination, the units are slowed by 40% for 2.5 seconds. Cooldown: 30 Scepter Upgradeable: Reduces cooldown and manacost.
Sleight of Fist
Ember SpiritXin dashes around with blazing speed, attacking all enemies in the targeted AoE and returns to where he was standing after. Deals 20 bonus damage to heroes, and 50% less damage to creeps. 250 AoE. Cooldown: 30","Xin dashes around with blazing speed, attacking all enemies in the targeted AoE and returns to where he was standing after. Deals 40 bonus damage to heroes, and 50% less damage to creeps. 350 AoE. Cooldown: 22","Xin dashes around with blazing speed, attacking all enemies in the targeted AoE and returns to where he was standing after. Deals 60 bonus damage to heroes, and 50% less damage to creeps. 450 AoE. Cooldown: 14","Xin dashes around with blazing speed, attacking all enemies in the targeted AoE and returns to where he was standing after. Deals 80 bonus damage to heroes, and 50% less damage to creeps. 550 AoE. Cooldown: 6

Slams the ground, dealing 80 smashing damage to nearby enemy land units and stunning them for 1 seconds. Afterwards their attack and movement speeds are slowed by 20% for 2 seconds. Cooldown: 8","Slams the ground, dealing 120 smashing damage to nearby enemy land units and stunning them for 1.3 seconds. Afterwards their attack and movement speeds are slowed by 20% for 2 seconds. Cooldown: 8","Slams the ground, dealing 160 smashing damage to nearby enemy land units and stunning them for 1.6 seconds. Afterwards their attack and movement speeds are slowed by 20% for 2 seconds. Cooldown: 8","Slams the ground, dealing 200 smashing damage to nearby enemy land units and stunning them for 1.9 seconds. Afterwards their attack and movement speeds are slowed by 20% for 2 seconds. Cooldown: 8
Smoke of Deceit
invisibility
Throws down a smoke bomb in an area, silencing opponents and causing them to miss on 40% of their attacks. Slows all enemies caught in it by 25%, as well as decreasing their turn rate by 30%. Lasts 6 seconds. Cooldown: 11","Throws down a smoke bomb in an area, silencing opponents and causing them to miss on 50% of their attacks. Slows all enemies caught in it by 25%, as well as decreasing their turn rate by 30%. Lasts 6 seconds. Cooldown: 11","Throws down a smoke bomb in an area, silencing opponents and causing them to miss on 60% of their attacks. Slows all enemies caught in it by 25%, as well as decreasing their turn rate by 30%. Lasts 6 seconds. Cooldown: 11","Throws down a smoke bomb in an area, silencing opponents and causing them to miss on 70% of their attacks. Slows all enemies caught in it by 25%, as well as decreasing their turn rate by 30%. Lasts 6 seconds. Cooldown: 11
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take 80 magical damage and are stunned for 0.5 seconds. The snowball moves at 500 speed. Right click to load in nearby heroes. Cooldown: 21","Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take 120 magical damage and are stunned for 0.75 seconds. The snowball moves at 500 speed. Right click to load in nearby heroes. Cooldown: 20","Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take 160 magical damage and are stunned for 1 seconds. The snowball moves at 500 speed. Right click to load in nearby heroes. Cooldown: 19","Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take 200 magical damage and are stunned for 1.25 seconds. The snowball moves at 500 speed. Right click to load in nearby heroes. Cooldown: 18

Releases a melody around you that puts enemy units to sleep while they are in your range. Units wake up if you leave the area or the duration of the melody runs out. Slithice can choose to end the melody at any point. Lasts 7 seconds. 1250 AOE. Cooldown: 180 Scepter Upgradeable: Heals up allies nearby for 10% of their maximum HP per second until song is over.","Releases a melody around you that puts enemy units to sleep while they are in your range. Units wake up if you leave the area or the duration of the melody runs out. Slithice can choose to end the melody at any point. Lasts 7 seconds. 1250 AOE. Cooldown: 120 Scepter Upgradeable: Heals up allies nearby for 10% of their maximum HP per second until song is over.","Releases a melody around you that puts enemy units to sleep while they are in your range. Units wake up if you leave the area or the duration of the melody runs out. Slithice can choose to end the melody at any point. Lasts 7 seconds. 1250 AOE. Cooldown: 60 Scepter Upgradeable: Heals up allies nearby for 10% of their maximum HP per second until song is over.

Sonic Wave
Queen of PainCreates a gigantic wave of sound which deals 290 divine damage to all enemies in a line. Cooldown: 135 Scepter Upgradeable: Improves damage and cooldown.","Creates a gigantic wave of sound which deals 380 divine damage to all enemies in a line. Cooldown: 135 Scepter Upgradeable: Improves damage and cooldown.","Creates a gigantic wave of sound which deals 470 divine damage to all enemies in a line. Cooldown: 135 Scepter Upgradeable: Improves damage and cooldown.
Whenever Visage or any nearby hero (foe or ally) takes damage, all of the agony is absorbed and converted into Soul Charges. Visage gains a Soul Charge for every 110 damage suffered for up to 6 seconds. He can then release these charges into a single surge at a target foe, dealing 20+(65*per Soul Charge) magical damage. Maximum of 3 souls charges. Cooldown: 4","Whenever Visage or any nearby hero (foe or ally) takes damage, all of the agony is absorbed and converted into Soul Charges. Visage gains a Soul Charge for every 110 damage suffered for up to 6 seconds. He can then release these charges into a single surge at a target foe, dealing 20+(65*per Soul Charge) magical damage. Maximum of 4 souls charges. Cooldown: 4","Whenever Visage or any nearby hero (foe or ally) takes damage, all of the agony is absorbed and converted into Soul Charges. Visage gains a Soul Charge for every 110 damage suffered for up to 6 seconds. He can then release these charges into a single surge at a target foe, dealing 20+(65*per Soul Charge) magical damage. Maximum of 5 souls charges. Cooldown: 4","Whenever Visage or any nearby hero (foe or ally) takes damage, all of the agony is absorbed and converted into Soul Charges. Visage gains a Soul Charge for every 110 damage suffered for up to 6 seconds. He can then release these charges into a single surge at a target foe, dealing 20+(65*per Soul Charge) magical damage. Maximum of 6 souls charges. Cooldown: 4","text. Cooldown: 8","text. Cooldown: 8","text. Cooldown: 8
Eredar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take 20% increased damage for 12 seconds. Increased damage dealt as pure damage. Cooldown: 13","Eredar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take 30% increased damage for 12 seconds. Increased damage dealt as pure damage. Cooldown: 13","Eredar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take 40% increased damage for 12 seconds. Increased damage dealt as pure damage. Cooldown: 13","Eredar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take 50% increased damage for 12 seconds. Increased damage dealt as pure damage. Cooldown: 13

Soul Ring
Redirects the flow of living energy through a target friend or foe, damaging them or healing them for 18 depending on how many units are near it. 10 units maximum. Damage type magical. Can be used to heal Tombstone for 1 damage instance. Cooldown: 24","Redirects the flow of living energy through a target friend or foe, damaging them or healing them for 22 depending on how many units are near it. 12 units maximum. Damage type magical. Can be used to heal Tombstone for 2 damage instances. Cooldown: 18","Redirects the flow of living energy through a target friend or foe, damaging them or healing them for 26 depending on how many units are near it. 14 units maximum. Damage type magical. Can be used to heal Tombstone for 3 damage instances. Cooldown: 12","Redirects the flow of living energy through a target friend or foe, damaging them or healing them for 30 depending on how many units are near it. 16 units maximum. Damage type magical. Can be used to heal Tombstone for 4 damage instances. Cooldown: 6
Summons a Spark Wraith that takes 3 seconds to fully materialize. Haunts the targeted area until an enemy comes within its range and then fuses itself into him dealing 150 magical damage. Cooldown: 4","Summons a Spark Wraith that takes 3 seconds to fully materialize. Haunts the targeted area until an enemy comes within its range and then fuses itself into him dealing 200 magical damage. Cooldown: 4","Summons a Spark Wraith that takes 3 seconds to fully materialize. Haunts the targeted area until an enemy comes within its range and then fuses itself into him dealing 250 magical damage. Cooldown: 4","Summons a Spark Wraith that takes 3 seconds to fully materialize. Haunts the targeted area until an enemy comes within its range and then fuses itself into him dealing 300 magical damage. Cooldown: 4

Injects the Broodmother's young into a target causing immense pain. Deals 75 magical damage. If the target is killed within a short period of time afterwards, 1 spiderling will spawn. Cooldown: 10","Injects the Broodmother's young into a target causing immense pain. Deals 150 magical damage. If the target is killed within a short period of time afterwards, 2 spiderlings will spawn. Cooldown: 10","Injects the Broodmother's young into a target causing immense pain. Deals 225 magical damage. If the target is killed within a short period of time afterwards, 3 spiderlings will spawn. Cooldown: 10","Injects the Broodmother's young into a target causing immense pain. Deals 300 magical damage. If the target is killed within a short period of time afterwards, 4 spiderlings will spawn. Cooldown: 10
The Spectre launches a deadly dagger which trails a Shadow Path. Deals 50 magical damage to enemy units it comes in contact with. Heroes hit by the dagger will leave behind a Shadow Path. The Spectre gains 8% movespeed and has no collision in a Shadow Path. Enemies get 8% movement speed reduction on the Shadow Path. Cooldown: 16","The Spectre launches a deadly dagger which trails a Shadow Path. Deals 100 magical damage to enemy units it comes in contact with. Heroes hit by the dagger will leave behind a Shadow Path. The Spectre gains 9% movespeed and has no collision in a Shadow Path. Enemies get 12% movement speed reduction on the Shadow Path. Cooldown: 16","The Spectre launches a deadly dagger which trails a Shadow Path. Deals 150 magical damage to enemy units it comes in contact with. Heroes hit by the dagger will leave behind a Shadow Path. The Spectre gains 16% movespeed and has no collision in a Shadow Path. Enemies get 14% movement speed reduction on the Shadow Path. Cooldown: 16","The Spectre launches a deadly dagger which trails a Shadow Path. Deals 200 magical damage to enemy units it comes in contact with. Heroes hit by the dagger will leave behind a Shadow Path. The Spectre gains 20% movespeed and has no collision in a Shadow Path. Enemies get 20% movement speed reduction on the Shadow Path. Cooldown: 16


Creates a powerful anti-magic shield. Reduces magic damage by 26%","Creates a powerful anti-magic shield. Reduces magic damage by 34%","Creates a powerful anti-magic shield. Reduces magic damage by 42%","Creates a powerful anti-magic shield. Reduces magic damage by 50%

Spell Shield
magicRubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for 3 minutes or until he dies. Cooldown: 20 Scepter Upgradeable: Reduces cooldown and gains Scepter upgrade for stolen spells.","Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for 4 minutes or until he dies. Cooldown: 18 Scepter Upgradeable: Reduces cooldown and gains Scepter upgrade for stolen spells.","Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for 5 minutes or until he dies. Cooldown: 16 Scepter Upgradeable: Reduces cooldown and gains Scepter upgrade for stolen spells.","Text. Cooldown: 12

Temporarily enhances the Assassin's chitinous armor with organic barbs, causing him to prevent and reflect one damage instance from each unit, reflecting that damage as pure damage and stunning the target for 0.6 seconds. Lasts 2.25 seconds. Cooldown: 23","Temporarily enhances the Assassin's chitinous armor with organic barbs, causing him to prevent and reflect one damage instance from each unit, reflecting that damage as pure damage and stunning the target for 1.2 seconds. Lasts 2.25 seconds. Cooldown: 20","Temporarily enhances the Assassin's chitinous armor with organic barbs, causing him to prevent and reflect one damage instance from each unit, reflecting that damage as pure damage and stunning the target for 1.8 seconds. Lasts 2.25 seconds. Cooldown: 17","Temporarily enhances the Assassin's chitinous armor with organic barbs, causing him to prevent and reflect one damage instance from each unit, reflecting that damage as pure damage and stunning the target for 2.4 seconds. Lasts 2.25 seconds. Cooldown: 14
Spins a large web that renders Broodmother invisible, grants a passive movement speed increase by 40%, gives free movement, and boosts regeneration by 2 while in its vicinity. Spin Web charges restore every 40 seconds. If damage is taken, free movement is disabled and the movement speed increase is halved for 6 seconds. Spin Web can be cast from anywhere as long as the new web touches an existing web. Webs never expire, and can be manually destroyed. When the maximum limit of webs is exceeded, the oldest web disappears. 2 Webs max. 1 charge max.","Spins a large web that renders Broodmother invisible, grants a passive movement speed increase by 50%, gives free movement, and boosts regeneration by 4 while in its vicinity. Spin Web charges restore every 40 seconds. If damage is taken, free movement is disabled and the movement speed increase is halved for 6 seconds. Spin Web can be cast from anywhere as long as the new web touches an existing web. Webs never expire, and can be manually destroyed. When the maximum limit of webs is exceeded, the oldest web disappears. 4 Webs max. 2 charges max.","Spins a large web that renders Broodmother invisible, grants a passive movement speed increase by 60%, gives free movement, and boosts regeneration by 6 while in its vicinity. Spin Web charges restore every 40 seconds. If damage is taken, free movement is disabled and the movement speed increase is halved for 6 seconds. Spin Web can be cast from anywhere as long as the new web touches an existing web. Webs never expire, and can be manually destroyed. When the maximum limit of webs is exceeded, the oldest web disappears. 6 Webs max. 3 charges max.","Spins a large web that renders Broodmother invisible, grants a passive movement speed increase by 70%, gives free movement, and boosts regeneration by 8 while in its vicinity. Spin Web charges restore every 40 seconds. If damage is taken, free movement is disabled and the movement speed increase is halved for 6 seconds. Spin Web can be cast from anywhere as long as the new web touches an existing web. Webs never expire, and can be manually destroyed. When the maximum limit of webs is exceeded, the oldest web disappears. 8 Webs max. 4 charges max.

Spirit Form
Keeper of the LightThrows a magical spirit from his lance at a target dealing 100 magical damage and slowing it down by 10% for 3.25 seconds. A 20% damage illusion is created attacking the target. Illusion lasts 2 seconds. Cooldown: 7","Throws a magical spirit from his lance at a target dealing 150 magical damage and slowing it down by 20% for 3.25 seconds. A 20% damage illusion is created attacking the target. Illusion lasts 4 seconds. Cooldown: 7","Throws a magical spirit from his lance at a target dealing 200 magical damage and slowing it down by 30% for 3.25 seconds. A 20% damage illusion is created attacking the target. Illusion lasts 6 seconds. Cooldown: 7","Throws a magical spirit from his lance at a target dealing 250 magical damage and slowing it down by 40% for 3.25 seconds. A 20% damage illusion is created attacking the target. Illusion lasts 8 seconds. Cooldown: 7

Spirit Vessel spell
magicSpiritbreaker Aghanim Effect
Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, dealing 25 magical damage to all enemies in a 300 area of effect. Non hero units only take minor magical damage upon touching a spirit and do not cause them to explode. Cooldown: 20","Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, dealing 50 magical damage to all enemies in a 300 area of effect. Non hero units only take minor magical damage upon touching a spirit and do not cause them to explode. Cooldown: 18","Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, dealing 75 magical damage to all enemies in a 300 area of effect. Non hero units only take minor magical damage upon touching a spirit and do not cause them to explode. Cooldown: 16","Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, dealing 100 magical damage to all enemies in a 300 area of effect. Non hero units only take minor magical damage upon touching a spirit and do not cause them to explode. Cooldown: 14
Fires a passive shard of ice at an enemy unit. Upon impact, it gains new life and splits off into active shards that deal 100 magical damage and 25% slow to all other enemy units. Initial target is unaffected. Cooldown: 7","Fires a passive shard of ice at an enemy unit. Upon impact, it gains new life and splits off into active shards that deal 180 magical damage and 25% slow to all other enemy units. Initial target is unaffected. Cooldown: 7","Fires a passive shard of ice at an enemy unit. Upon impact, it gains new life and splits off into active shards that deal 260 magical damage and 25% slow to all other enemy units. Initial target is unaffected. Cooldown: 7","Fires a passive shard of ice at an enemy unit. Upon impact, it gains new life and splits off into active shards that deal 340 magical damage and 25% slow to all other enemy units. Initial target is unaffected. Cooldown: 7

Splits the ground right out from beneath your enemies. Deals 120 magical damage and stuns for 2 seconds. Cooldown: 9","Splits the ground right out from beneath your enemies. Deals 180 magical damage and stuns for 2 seconds. Cooldown: 9","Splits the ground right out from beneath your enemies. Deals 240 magical damage and stuns for 2 seconds. Cooldown: 9","Splits the ground right out from beneath your enemies. Deals 300 magical damage and stuns for 2 seconds. Cooldown: 9
Splitshot
GorgonActivate to magically split Medusa's arrows into 2 shots. These shots deal 80% of her damage.","Activate to magically split Medusa's arrows into 3 shots. These shots deal 80% of her damage.","Activate to magically split Medusa's arrows into 4 shots. These shots deal 80% of her damage.","Activate to magically split Medusa's arrows into 5 shots. These shots deal 80% of her damage.

Sprint
Slithereen GuardActivate Sprint to gain 16% movement speed, but takes 15% bonus damage. Also grants Phased movement, allowing to pass through units. Lasts 12 seconds. Cooldown: 17","Activate Sprint to gain 25% movement speed, but takes 15% bonus damage. Also grants Phased movement, allowing to pass through units. Lasts 12 seconds. Cooldown: 17","Activate Sprint to gain 34% movement speed, but takes 15% bonus damage. Also grants Phased movement, allowing to pass through units. Lasts 12 seconds. Cooldown: 17","Activate Sprint to gain 43% movement speed, but takes 15% bonus damage. Also grants Phased movement, allowing to pass through units. Lasts 12 seconds. Cooldown: 17

Sprouts a ring of trees around a unit, trapping it within (or others out). Can also be used to target a point on the ground. Lasts 3 seconds. Cooldown: 11 ","Sprouts a ring of trees around a unit, trapping it within (or others out). Can also be used to target a point on the ground. Lasts 4 seconds. Cooldown: 10","Sprouts a ring of trees around a unit, trapping it within (or others out). Can also be used to target a point on the ground. Lasts 6 seconds. Cooldown: 9","Sprouts a ring of trees around a unit, trapping it within (or others out). Can also be used to target a point on the ground. Lasts 6 seconds. Cooldown: 8

Staff of Preservation

Staff of Sanctuary

Grants you and all allied player units max movement speed and zero collision for 3.75 seconds. Any units you or your allies come into collision with take 1x str magical damage and get slowed for 1.5 seconds. Enemies can only be affected by stampede impact once. Cooldown: 90 Scepter Upgradeable: affected allies receive 40% less damage while Stampede active. Increases duration by 1 second.","Grants you and all allied player units max movement speed and zero collision for 3.75 seconds. Any units you or your allies come into collision with take 2x str magical damage and get slowed for 1.5 seconds. Enemies can only be affected by stampede impact once. Cooldown: 75 Scepter Upgradeable: affected allies receive 40% less damage while Stampede active. Increases duration by 1 second.","Grants you and all allied player units max movement speed and zero collision for 3.75 seconds. Any units you or your allies come into collision with take 3x str magical damage and get slowed for 1.5 seconds. Enemies can only be affected by stampede impact once. Cooldown: 60 Scepter Upgradeable: affected allies receive 40% less damage while Stampede active. Increases duration by 1 second.

Calls down a wave of meteors to damage each nearby enemy. Each starfall deals 75 magical damage to enemies. Will hit all units within a 450 range. A closest enemy unit within 400 range will get hit twice, but second hit will deal only 75% of the damage. Cooldown: 12 Scepter Upgradeable: passively triggers Starfall every 9 seconds. (Tooltip doesn't updpate)","Calls down a wave of meteors to damage each nearby enemy. Each starfall deals 150 magical damage to enemies. Will hit all units within a 450 range. A closest enemy unit within 400 range will get hit twice, but second hit will deal only 75% of the damage. Cooldown: 12 Scepter Upgradeable: passively triggers Starfall every 9 seconds. (Tooltip doesn't updpate)","Calls down a wave of meteors to damage each nearby enemy. Each starfall deals 225 magical damage to enemies. Will hit all units within a 450 range. A closest enemy unit within 400 range will get hit twice, but second hit will deal only 75% of the damage. Cooldown: 12 Scepter Upgradeable: passively triggers Starfall every 9 seconds. (Tooltip doesn't updpate)","Calls down a wave of meteors to damage each nearby enemy. Each starfall deals 300 magical damage to enemies. Will hit all units within a 450 range. A closest enemy unit within 400 range will get hit twice, but second hit will deal only 75% of the damage. Cooldown: 12 Scepter Upgradeable: passively triggers Starfall every 9 seconds. (Tooltip doesn't updpate)

Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when a unit approaches. The stun lasts 2.5 seconds. Cooldown: 20","Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when a unit approaches. The stun lasts 3 seconds. Cooldown: 16","Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when a unit approaches. The stun lasts 3.5 seconds. Cooldown: 13","Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when a unit approaches. The stun lasts 4 seconds. Cooldown: 10
Static Charge
blinkShocks all enemy units within 1200 AOE for 5% of their current hit points whenever you cast a spell. Deals magical damage.","Shocks all enemy units within 1200 AOE for 7% of their current hit points whenever you cast a spell. Deals magical damage.","Shocks all enemy units within 1200 AOE for 9% of their current hit points whenever you cast a spell. Deals magical damage.","Shocks all enemy units within 1200 AOE for 11% of their current hit points whenever you cast a spell. Deals magical damage.

Static Link
Lightning RevenantTaps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Drains 7 attack damage per second up to 8 seconds. Bonus lasts 18 seconds after that. Cooldown: 32","Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Drains 14 attack damage per second up to 8 seconds. Bonus lasts 18 seconds after that. Cooldown: 30","Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Drains 21 attack damage per second up to 8 seconds. Bonus lasts 18 seconds after that. Cooldown: 28","Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Drains 28 attack damage per second up to 8 seconds. Bonus lasts 18 seconds after that. Cooldown: 26
Raijin creates a remnant of himself containg his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it, dealing 140 magical damage. Lasts up to 12 seconds. Cooldown: 3.5","Raijin creates a remnant of himself containg his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it, dealing 180 magical damage. Lasts up to 12 seconds. Cooldown: 3.5","Raijin creates a remnant of himself containg his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it, dealing 220 magical damage. Lasts up to 12 seconds. Cooldown: 3.5","Raijin creates a remnant of himself containg his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it, dealing 260 magical damage. Lasts up to 12 seconds. Cooldown: 3.5
Thrall creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing up to 200 magical damage in the final second before disappearing. Cooldown: 90 Scepter Upgradeable: Silences items and increases duration.","Thrall creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing up to 250 magical damage in the final second before disappearing. Cooldown: 80 Scepter Upgradeable: Silences items and increases duration.","Thrall creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing up to 300 magical damage in the final second before disappearing. Cooldown: 70 Scepter Upgradeable: Silences items and increases duration.

Targets an area and drenches it in very sticky oil. Amplifies any fire damage by 10 and slows the movement speed by 3% and turn rate of units in that area. Extra casts of this on the same targets stacks up to 10 times. Deals half damage to non-hero units. Damage type magical. Cooldown: 3","Targets an area and drenches it in very sticky oil. Amplifies any fire damage by 15 and slows the movement speed by 5% and turn rate of units in that area. Extra casts of this on the same targets stacks up to 10 times. Deals half damage to non-hero units. Damage type magical. Cooldown: 3","Targets an area and drenches it in very sticky oil. Amplifies any fire damage by 20 and slows the movement speed by 7% and turn rate of units in that area. Extra casts of this on the same targets stacks up to 10 times. Deals half damage to non-hero units. Damage type magical. Cooldown: 3","Targets an area and drenches it in very sticky oil. Amplifies any fire damage by 25 and slows the movement speed by 9% and turn rate of units in that area. Extra casts of this on the same targets stacks up to 10 times. Deals half damage to non-hero units. Damage type magical. Cooldown: 3

Hurls a dagger which deals 60 pure damage and slows the unit's movement speed by 50% for 1 second. Deals half damage to heroes. Dagger counts as normal hero attack, allowing to proc some passive abilies on hit. Cooldown: 6","Hurls a dagger which deals 100 pure damage and slows the unit's movement speed by 50% for 2 seconds. Deals half damage to heroes. Dagger counts as normal hero attack, allowing to proc some passive abilies on hit. Cooldown: 6","Hurls a dagger which deals 140 pure damage and slows the unit's movement speed by 50% for 3 seconds. Deals half damage to heroes. Dagger counts as normal hero attack, allowing to proc some passive abilies on hit. Cooldown: 6","Hurls a dagger which deals 180 pure damage and slows the unit's movement speed by 50% for 4 seconds. Deals half damage to heroes. Dagger counts as normal hero attack, allowing to proc some passive abilies on hit. Cooldown: 6
Any enemy units staring at the Gorgon will have its attack, movement and turn rate reduced by 50%. If you stare at Gorgon for over 2 seconds, the unit will become stoned for 3 seconds. Stoned units are disabled, have 100% magic resistance and take 30% extra damage from physical attacks. Illusions die when they become stoned. Lasts 6 seconds. Cooldown: 90","Any enemy units staring at the Gorgon will have its attack, movement and turn rate reduced by 50%. If you stare at Gorgon for over 2 seconds, the unit will become stoned for 3 seconds. Stoned units are disabled, have 100% magic resistance and take 40% extra damage from physical attacks. Illusions die when they become stoned. Lasts 6 seconds. Cooldown: 90","Any enemy units staring at the Gorgon will have its attack, movement and turn rate reduced by 50%. If you stare at Gorgon for over 2 seconds, the unit will become stoned for 3 seconds. Stoned units are disabled, have 100% magic resistance and take 50% extra damage from physical attacks. Illusions die when they become stoned. Lasts 6 seconds. Cooldown: 90","text Cooldown: 25

Targets an area around an enemy unit and releases a magical hammer dealing 100 magical damage and stunning enemy units. 255 AoE. Stun lasts 1.4 seconds. Cooldown: 13 Scepter Upgradeable: Increases Storm Bolt cast range by 500 and moves Sven along with the projectile.","Targets an area around an enemy unit and releases a magical hammer dealing 175 magical damage and stunning enemy units. 255 AoE. Stun lasts 1.6 seconds. Cooldown: 13 Scepter Upgradeable: Increases Storm Bolt cast range by 500 and moves Sven along with the projectile.","Targets an area around an enemy unit and releases a magical hammer dealing 250 magical damage and stunning enemy units. 255 AoE. Stun lasts 1.8 seconds. Cooldown: 13 Scepter Upgradeable: Increases Storm Bolt cast range by 500 and moves Sven along with the projectile.","Targets an area around an enemy unit and releases a magical hammer dealing 325 magical damage and stunning enemy units. 255 AoE. Stun lasts 2 seconds. Cooldown: 13 Scepter Upgradeable: Increases Storm Bolt cast range by 500 and moves Sven along with the projectile.
Stout Shield Damage Block
Stout Shield Damage Block

Stout Shield Damage Block PMS
Stout Shield Damage Block PMS
Stout Shield Damage Block PMS
Stout Shield Damage Block PMS
Stout Shield Damage Block Vanguard (melee)
Stout Shield Damage Block Vanguard (ranged)

Strafe
Bone FletcherCauses this unit to attack 130% faster for 4 seconds by firing a volley of arrows in rapid-fire fashion. Cooldown: 40","Causes this unit to attack 130% faster for 6 seconds by firing a volley of arrows in rapid-fire fashion. Cooldown: 35","Causes this unit to attack 130% faster for 8 seconds by firing a volley of arrows in rapid-fire fashion. Cooldown: 30","Causes this unit to attack 130% faster for 10 seconds by firing a volley of arrows in rapid-fire fashion. Cooldown: 25
Enables Bloodseeker to sense enemy Heroes whose health is below a 25% wherever they are, giving him True Sight on that unit. Passively increase movement speed by 1% and increased damage by 1 for every 5% missing health per every enemy hero, which is below 75% of maximum life. Limit is 10 damage and 10% bonus MS per hero. Removes movement speed cap for Bloodseeker.","Enables Bloodseeker to sense enemy Heroes whose health is below a 25% wherever they are, giving him True Sight on that unit. Passively increase movement speed by 2% and increased damage by 2 for every 5% missing health per every enemy hero, which is below 75% of maximum life. Limit is 20 damage and 20% bonus MS per hero. Removes movement speed cap for Bloodseeker.","Enables Bloodseeker to sense enemy Heroes whose health is below a 25% wherever they are, giving him True Sight on that unit. Passively increase movement speed by 3% and increased damage by 3 for every 5% missing health per every enemy hero, which is below 75% of maximum life. Limit is 30 damage and 30% bonus MS per hero. Removes movement speed cap for Bloodseeker.","Enables Bloodseeker to sense enemy Heroes whose health is below a 25% wherever they are, giving him True Sight on that unit. Passively increase movement speed by 4% and increased damage by 4 for every 5% missing health per every enemy hero, which is below 75% of maximum life. Limit is 40 damage and 40% bonus MS per hero. Removes movement speed cap for Bloodseeker.

Suicide Squad, Attack!
Goblin TechiesSacrifice yourself for the greater good. Deals 500 smashing damage to enemies nearby (AoE 200), and 260 smashing damage to enemies who stands in 500 AoE. Successfull suicide also provides 50% reduced respawn time. Cooldown: 160","Sacrifice yourself for the greater good. Deals 650 smashing damage to enemies nearby (AoE 200), and 300 smashing damage to enemies who stands in 500 AoE. Successfull suicide also provides 50% reduced respawn time. Cooldown: 140","Sacrifice yourself for the greater good. Deals 850 smashing damage to enemies nearby (AoE 200), and 340 smashing damage to enemies who stands in 500 AoE. Successfull suicide also provides 50% reduced respawn time. Cooldown: 120","Sacrifice yourself for the greater good.Deals 1150 smashing damage to enemies nearby (AoE 200), and 380 smashing damage to enemies who stands in 500 AoE. Successfull suicide also provides 50% reduced respawn time. Cooldown: 100

Visage conjures up two blind Familiars from the realm of death. Familiars have high attack power but each attack, up to 7, drains their power and temporarily weakens them. Familiars can transform into stone, stunning nearby enemy units upon landing and regenerating their health and attack power. Familiars are immune to magic but give a large bounty if killed. They have up to 56 attack damage and stun lasts 1 second. Every enemy hero's attack decrease their life by 1/3, tower's attack by 1/6, and creep's attack by 1/12. Cooldown: 180 Scepter Upgradeable: Adds another Familiar.","Visage conjures up two blind Familiars from the realm of death. Familiars have high attack power but each attack, up to 7, drains their power and temporarily weakens them. Familiars can transform into stone, stunning nearby enemy units upon landing and regenerating their health and attack power. Familiars are immune to magic but give a large bounty if killed. They have up to 98 attack damage and stun lasts 1.25 seconds. Every enemy hero's attack decrease their life by 1/3, tower's attack by 1/6, and creep's attack by 1/12. Cooldown: 160 Scepter Upgradeable: Adds another Familiar.","Visage conjures up two blind Familiars from the realm of death. Familiars have high attack power but each attack, up to 7, drains their power and temporarily weakens them. Familiars can transform into stone, stunning nearby enemy units upon landing and regenerating their health and attack power. Familiars are immune to magic but give a large bounty if killed. They have up to 154 attack damage and stun lasts 1.5 seconds. Every enemy hero's attack decrease their life by 1/3, tower's attack by 1/6, and creep's attack by 1/12. Cooldown: 140 Scepter Upgradeable: Adds another Familiar.

Summons a powerful 1500 hit point Spirit Bear companion. He stays with you permanently, but if he dies, you lose 10% health. If he tries to attack while too far from Syllabear, he will be disarmed. Cooldown: 120 Scepter Upgradeable: Allows Bear to attack wherever he is and to stay alive even if Lone Druid dead. This tooltip does not update.","Summons a powerful 1800 hit point Spirit Bear companion. He stays with you permanently, but if he dies, you lose 10% health. He has Return, allowing him to teleport to the Lone Druid at any time. If he tries to attack while too far from Syllabear, he will be disarmed. Cooldown: 120 Scepter Upgradeable: Allows Bear to attack wherever he is and to stay alive even if Lone Druid dead. This tooltip does not update.","Summons a powerful 2100 hit point Spirit Bear companion. He stays with you permanently, but if he dies, you lose 10% health. He will Entangle enemies he attacks 20% of the time, dealing 40 damage per second over 3 seconds and forbidding movement. If he tries to attack while too far from Syllabear, he will be disarmed. He can also Return to Syllabear's position at any time. Cooldown: 120 Scepter Upgradeable: Allows Bear to attack wherever he is and to stay alive even if Lone Druid dead. This tooltip does not update.","Summons a powerful 2400 hit point Spirit Bear companion. He stays with you permanently, but if he dies, you lose 10% health. He will Entangle enemies he attacks 20% of the time, dealing 40 damage per second over 3 seconds and forbidding movement. He has Demolish, dealing 1.4 times damage against buildings. If he tries to attack while too far from Syllabear, he will be disarmed. He can also Return to Syllabear's position at any time. Takes 33% less damage from spells. Cooldown: 120 Scepter Upgradeable: Allows Bear to attack wherever he is and to stay alive even if Lone Druid dead. This tooltip does not update.

Summons 2 Wolf companions for 55 seconds. Each wolf has 200 hp and 80% magic resistance. Cooldown: 30","Summons 2 Wolf companions for 55 seconds. Each wolf has 240 hp, 80% magic resistance and Critical Strike. Cooldown: 30","Summons 2 Wolf companions for 55 seconds. Each wolf has 280 hp, 80% magic resistance, Critical Strike and Permanent Invisibility. Cooldown: 30","Summons 2 Wolf companions for 55 seconds. Each wolf has 320 hp, 80% magic resistance, Critical Strike, Permanent Invisibility and 15HP/sec regeneration. Cooldown: 30
Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam damages enemies for a percentage of their life. Heals allies for half of the amount. Lasts up to 6 seconds, damage scales up to twice the initial damage of 15 + 1.5% Max HP. Costs 6% of current HP per second. Deals magical damage Cooldown: 20","Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam damages enemies for a percentage of their life. Heals allies for half of the amount. Lasts up to 6 seconds, damage scales up to twice the initial damage of 20 + 3% Max HP. Costs 6% of current HP per second. Deals magical damage Cooldown: 20","Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam damages enemies for a percentage of their life. Heals allies for half of the amount. Lasts up to 6 seconds, damage scales up to twice the initial damage of 25 + 4.5% Max HP. Costs 6% of current HP per second. Deals magical damage Cooldown: 20","Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam damages enemies for a percentage of their life. Heals allies for half of the amount. Lasts up to 6 seconds, damage scales up to twice the initial damage of 30 + 6% Max HP. Costs 6% of current HP per second. Deals magical damage Cooldown: 20
Sunder
Soul KeeperSevers the soul from another hero and exchanges its life force with your own. Swaps percentages of total hit points. Cannot be lowered below 25% hitpoints with Sunder. Cooldown: 120","Severs the soul from another hero and exchanges its life force with your own. Swaps percentages of total hit points. Cannot be lowered below 25% hitpoints with Sunder. Cooldown: 80","Severs the soul from another hero and exchanges its life force with your own. Swaps percentages of total hit points. Cannot be lowered below 25% hitpoints with Sunder. Cooldown: 40
The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range for 60 magical damage per second. The sun can be attacked by enemy heroes; if it is destroyed with 5 attacks, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned for 1.5 seconds and the Phoenix will return to life fully regenerated and his abilities refreshed. Cooldown: 110 Scepter Upgradeable: Increases hero hit count and allows to take ally hero with you to be reborn.","The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range for 80 magical damage per second. The sun can be attacked by enemy heroes; if it is destroyed with 8 attacks, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned for 2.0 seconds and the Phoenix will return to life fully regenerated and his abilities refreshed. Cooldown: 110 Scepter Upgradeable: Increases hero hit count and allows to take ally hero with you to be reborn.","The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range for 100 magical damage per second. The sun can be attacked by enemy heroes; if it is destroyed with 11 attacks, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned for 2.5 seconds and the Phoenix will return to life fully regenerated and his abilities refreshed. Cooldown: 110 Scepter Upgradeable: Increases hero hit count and allows to take ally hero with you to be reborn.
Surge
Dark SeerFloods a target with excess power giving it maximum speed for 3 seconds. Cooldown: 12","Floods a target with excess power giving it maximum speed for 4.5 seconds. Cooldown: 11","Floods a target with excess power giving it maximum speed for 6 seconds. Cooldown: 10","Floods a target with excess power giving it maximum speed for 7.5 seconds. Cooldown: 9
Synergy
Lone DruidImproves the Syllabear's synergy with his Spirit Bear and himself: The bear gets 10 bonus damage and 10 bonus movement speed, Rabid lasts 10 seconds longer, and True Form gains 100 bonus hit points.","Improves the Syllabear's synergy with his Spirit Bear and himself: The bear gets 20 bonus damage and 20 bonus movement speed, Rabid lasts 20 seconds longer, and True Form gains 200 bonus hit points.","Improves the Syllabear's synergy with his Spirit Bear and himself: The bear gets 30 bonus damage and 30 bonus movement speed, Rabid lasts 30 seconds longer, and True Form gains 300 bonus hit points.","Improves the Syllabear's synergy with his Spirit Bear and himself: The bear gets 40 bonus damage and 40 bonus movement speed, Rabid lasts 40 seconds longer, and True Form gains 400 bonus hit points.

Take Aim
Dwarven SniperKardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle by 90.","Kardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle by 180.","Kardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle by 270.","Kardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle by 360.
Rubick uses his telekinetic powers to lift the enemy into the air for 1.5 seconds and then hurls them back at the ground in a chosen direction. The unit lands on the ground with such force that it stuns nearby enemies for 1 second. The primary target does not get stunned a second time. Cooldown: 22","Rubick uses his telekinetic powers to lift the enemy into the air for 1.75 seconds and then hurls them back at the ground in a chosen direction. The unit lands on the ground with such force that it stuns nearby enemies for 1.25 seconds. The primary target does not get stunned a second time. Cooldown: 22","Rubick uses his telekinetic powers to lift the enemy into the air for 2 seconds and then hurls them back at the ground in a chosen direction. The unit lands on the ground with such force that it stuns nearby enemies for 1.5 seconds. The primary target does not get stunned a second time. Cooldown: 22","Rubick uses his telekinetic powers to lift the enemy into the air for 2.25 seconds and then hurls them back at the ground in a chosen direction. The unit lands on the ground with such force that it stuns nearby enemies for 1.75 seconds. The primary target does not get stunned a second time. Can push the target up to 375 units away. Cooldown: 22

Teleports anywhere explored on the map. Cooldown: 50","Teleports anywhere explored on the map. Cooldown: 40","Teleports anywhere explored on the map. Cooldown: 30","Teleports anywhere explored on the map. Cooldown: 20
By vibrating at extreme speeds, Tempest is able to create a perfect electrical incarnation of himself for 20 seconds, at the cost of 30% of his health and mana. This incarnation can use any spells or items he has, and spawns with his health and mana after the cast. Releases a gold and experience bounty when killed by a player. Clone cannot carry Divine Rapier nor Gem. Cooldown: 65 Scepter Upgradeable: Adds Forge Rune ability which allows to spawn a rune next to the hero.","By vibrating at extreme speeds, Tempest is able to create a perfect electrical incarnation of himself for 20 seconds, at the cost of 15% of his health and mana. This incarnation can use any spells or items he has, and spawns with his health and mana after the cast. Releases a gold and experience bounty when killed by a player. Clone cannot carry Divine Rapier nor Gem. Cooldown: 60 Scepter Upgradeable: Adds Forge Rune ability which allows to spawn a rune next to the hero.","By vibrating at extreme speeds, Tempest is able to create a perfect electrical incarnation of himself for 20 seconds. This incarnation can use any spells or items he has, and spawns with his health and mana after the cast. Releases a gold and experience bounty when killed by a player. Clone cannot carry Divine Rapier nor Gem. Cooldown: 55 Scepter Upgradeable: Adds Forge Rune ability which allows to spawn a rune next to the hero.

Deals 50-100 pure damage to the enemy. Cooldown: 24","Deals 100-200 pure damage to the enemy. Cooldown: 24","Deals 150-300 pure damage to the enemy. Cooldown: 24","Deals 200-400 pure damage to the enemy. Cooldown: 24
Tether learn
Guardian Wisp
Summons a swarm of parasitic insects that fly towards the target point, latching onto any enemy they come in contact with. They eat away at the target's life and armor until they are either destroyed or their lifespan ends. No enemy can have more than a single parasite latched onto them at once. Destroying a parasite requires 3 attacks, based on the level. Parasites attack once every 1.4 seconds. Deals 20 physical damage per attack and lasts 16 seconds. Cooldown: 35","Summons a swarm of parasitic insects that fly towards the target point, latching onto any enemy they come in contact with. They eat away at the target's life and armor until they are either destroyed or their lifespan ends. No enemy can have more than a single parasite latched onto them at once. Destroying a parasite requires 3 attacks. Parasites attack once every 1.25 seconds. Deals 20 physical damage per attack and lasts 16 seconds. Cooldown: 30","Summons a swarm of parasitic insects that fly towards the target point, latching onto any enemy they come in contact with. They eat away at the target's life and armor until they are either destroyed or their lifespan ends. No enemy can have more than a single parasite latched onto them at once. Destroying a parasite requires 4 attacks. Parasites attack once every 1.1 seconds. Deals 20 physical damage per attack and lasts 16 seconds. Cooldown: 25","Summons a swarm of parasitic insects that fly towards the target point, latching onto any enemy they come in contact with. They eat away at the target's life and armor until they are either destroyed or their lifespan ends. No enemy can have more than a single parasite latched onto them at once. Destroying a parasite requires 4 attacks. Parasites attack once every 0.95 seconds. Deals 20 physical damage per attack and lasts 16 seconds. Cooldown: 20
Slams the ground, dealing 90 magical damage to nearby enemy land units and slowing their movement and attack speeds by 25%. Cooldown: 13","Slams the ground, dealing 160 magical damage to nearby enemy land units and slowing their movement and attack speeds by 35%. Cooldown: 13","Slams the ground, dealing 230 magical damage to nearby enemy land units and slowing their movement and attack speeds by 45%. Cooldown: 13","Slams the ground, dealing 300 magical damage to nearby enemy land units and slowing their movement and attack speeds by 55%. Cooldown: 13
Thrall curses the target to be struck by thunder 4 times over 6 seconds, each dealing 40 magical damage. Foes nearby the victim will also be damaged. Cooldown: 12","Thrall curses the target to be struck by thunder 4 times over 6 seconds, each dealing 60 magical damage. Foes nearby the victim will also be damaged. Cooldown: 11","Thrall curses the target to be struck by thunder 4 times over 6 seconds, each dealing 80 magical damage. Foes nearby the victim will also be damaged. Cooldown: 10","Thrall curses the target to be struck by thunder 4 times over 6 seconds, each dealing 100 magical damage. Foes nearby the victim will also be damaged. Cooldown: 9
Calls a bolt of lightning to damage all enemy heroes for 225 magical damage. Does not hurt invisible units, but provides 3 second True Sight around every unit. Cooldown: 90 Scepter Upgradeable: Adds Nimbus ability.","Calls a bolt of lightning to damage all enemy heroes for 350 magical damage. Does not hurt invisible units, but provides 3 second True Sight around every unit. Cooldown: 90 Scepter Upgradeable: Adds Nimbus ability.","Calls a bolt of lightning to damage all enemy heroes for 475 magical damage. Does not hurt invisible units, but provides 3 second True Sight around every unit. Cooldown: 90 Scepter Upgradeable: Adds Nimbus ability.
Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero +20 damage and 500 AoE cleave for a single strike every 13 seconds.","Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero +35 damage and 500 AoE cleave for a single strike every 10 seconds.","Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero +50 damage and 500 AoE cleave for a single strike every 7 seconds.","Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero +65 damage and 600 AoE cleave for a single strike every 4 seconds.
Fires a chain that embeds itself in the first tree it hits, pulling you to it and cutting any enemy in your path for 100 pure damage. 800 range. Cooldown: 4 ","Fires a chain that embeds itself in the first tree it hits, pulling you to it and cutting any enemy in your path for 140 pure damage. 1000 range. Cooldown: 4 ","Fires a chain that embeds itself in the first tree it hits, pulling you to it and cutting any enemy in your path for 180 pure damage. 1200 range. Cooldown: 4 ","Fires a chain that embeds itself in the first tree it hits, pulling you to it and cutting any enemy in your path for 220 pure damage. 1400 range. Cooldown: 4

Time Lapse
Nerubian WeaverWarps the Weaver 5 seconds back in time, resetting the HP, mana, and position. Does not affect cooldowns, gold, or XP. Cooldown: 60 Scepter Upgradeable: reduce cooldown and allows to target allied heroes.","Warps the Weaver 5 seconds back in time, resetting the HP, mana, and position. Does not affect cooldowns, gold, or XP. Cooldown: 50 Scepter Upgradeable: reduce cooldown and allows to target allied heroes.","Warps the Weaver 5 seconds back in time, resetting the HP, mana, and position. Does not affect cooldowns, gold, or XP. Cooldown: 40 Scepter Upgradeable: reduce cooldown and allows to target allied heroes.
Time Lock
Faceless VoidGives a 10% chance that an attack will do 40 bonus magical damage and lock an opponent for 1 second. Bonus damage doubled if the target is inside Chronosphere.","Gives a 15% chance that an attack will do 50 bonus magical damage and lock an opponent for 1 second. Bonus damage doubled if the target is inside Chronosphere.","Gives a 20% chance that an attack will do 60 bonus magical damage and lock an opponent for 1 second. Bonus damage doubled if the target is inside Chronosphere.","Gives a 25% chance that an attack will do 70 bonus magical damage and lock an opponent for 1 second. Bonus damage doubled if the target is inside Chronosphere.
Quickly moves to a target location or unit, slowing the movement speed of all units along its path by 20% for 3 seconds. 700 cast range. Cooldown: 19","Quickly moves to a target location or unit, slowing the movement speed of all units along its path by 30% for 3 seconds. 900 cast range. Cooldown: 17","Quickly moves to a target location or unit, slowing the movement speed of all units along its path by 40% for 3 seconds. 1100 cast range. Cooldown: 15","Quickly moves to a target location or unit, slowing the movement speed of all units along its path by 50% for 3 seconds. 1300 cast range. Cooldown: 13
Unholy powers summon a cursed tombstone. Zombies will spawn every 3 seconds near each enemy unit in a 600 area and attack them. Zombies have a passive that additively slow their target by 7% and cannot be controlled. If a target of a zombie drops below 100 HP or 20% the zombie will become deathlusted, gaining bonus movement and attack speed. Tombstone lasts 15 seconds and can survive up to 6 attack instances. Hero's attack counts as 2 instances. Cooldown: 60 ","Unholy powers summon a cursed tombstone. Zombies will spawn every 3 seconds near each enemy unit in a 800 area and attack them. Zombies have a passive that additively slow their target by 7% and cannot be controlled. If a target of a zombie drops below 200 HP or 25% the zombie will become deathlusted, gaining bonus movement and attack speed. Tombstone lasts 20 seconds and can survive up to 8 attack instances. Hero's attack counts as 2 instances. Cooldown: 60 ","Unholy powers summon a cursed tombstone. Zombies will spawn every 3 seconds near each enemy unit in a 100 area and attack them. Zombies have a passive that additively slow their target by 7% and cannot be controlled. If a target of a zombie drops below 300 HP or 30% the zombie will become deathlusted, gaining bonus movement and attack speed. Tombstone lasts 25 seconds and can survive up to 10 instances of attack. Hero's attack counts as 2 instances. Cooldown: 60 ","Unholy powers summon a cursed tombstone. Zombies will spawn every 3 seconds near each enemy unit in a 1200 area and attack them. Zombies have a passive that additively slow their target by 7% and cannot be controlled. If a target of a zombie drops below 400 HP or 35% the zombie will become deathlusted, gaining bonus movement and attack speed. Tombstone lasts 30 seconds and can survive up to 14 attack instances. Hero's attack counts as 2 instances. Cooldown: 60
Tome of Knowledge
Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing 120 magical damage and slowing movement speed by 35% for 1 seconds. Cooldown: 12","Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing 180 magical damage and slowing movement speed by 35% for 2 seconds. Cooldown: 12","Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing 240 magical damage and slowing movement speed by 35% for 3 seconds. Cooldown: 12","Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing 300 magical damage and slowing movement speed by 35% for 4 seconds. Cooldown: 12
Toss
Stone GiantGrabs a nearby unit, friend or foe, and launches at a location up to 1300 units away. Upon impact the units in the area will take 75 magical damage, with the projectile taking 20% of that damage if it is an enemy (this damage increases as your size increases). Cooldown: 9","Grabs a nearby unit, friend or foe, and launches at a location up to 1300 units away. Upon impact the units in the area will take 150 magical damage, with the projectile taking 20% of that damage (this damage if it is an enemy increases as your size increases). Cooldown: 9","Grabs a nearby unit, friend or foe, and launches at a location up to 1300 units away. Upon impact the units in the area will take 225 magical damage, with the projectile taking 20% of that damage if it is an enemy (this damage increases as your size increases). Cooldown: 9","Grabs a nearby unit, friend or foe, and launches at a location up to 1300 units away. Upon impact the units in the area will take 300 magical damage, with the projectile taking 20% of that damage if it is an enemy (this damage increases as your size increases). Cooldown: 9
Track
Bounty HunterTracks an enemy hero for 30 seconds or until it dies and giving vision of it. Allied units near the tracked target gain 20% movement speed increase. If the target dies, Bounty Hunter gets 200 bonus gold. Nearby allies get 40 gold. Cooldown: 4 ","Tracks an enemy hero for 30 seconds or until it dies and giving vision of it. Allied units near the tracked target gain 20% movement speed increase. If the target dies, Bounty Hunter gets 275 bonus gold. Nearby allies get 80 gold. Cooldown: 4 ","Tracks an enemy hero for 30 seconds or until it dies and giving vision of it. Allied units near the tracked target gain 20% movement speed increase. If the target dies, Bounty Hunter gets 350 bonus gold. Nearby allies get 120 gold. Cooldown: 4

Tranquil Boots Speed Bonus

Tranquil Boots Speed Bonus Broken
Tree Chop Quelling blade

Transforms the Lone Druid into a bear, making him a melee fighter with 250 bonus health and 4 bonus armor and gaining level 1 Battle Cry. Scepter Upgradeable: Allows Bear to attack wherever he is and to stay alive even if Lone Druid dead. This tooltip does not update.","Transforms the Lone Druid into a bear, making him a melee fighter with 400 bonus health, 6 bonus armor and gaining level 2 Battle Cry. Scepter Upgradeable: Allows Bear to attack wherever he is and to stay alive even if Lone Druid dead. This tooltip does not update.","Transforms the Lone Druid into a bear, making him a melee fighter with 600 bonus health, 8 bonus armor and gaining level 3 Battle Cry. Scepter Upgradeable: Allows Bear to attack wherever he is and to stay alive even if Lone Druid dead. This tooltip does not update.
True Strike

An aura that gives all allied ranged heroes bonus damage based on 17% of your agility. Can be activated to give all allied ranged units the bonus damage for 30 seconds. Cooldown: 100","An aura that gives all allied ranged heroes bonus damage based on 23% of your agility. Can be activated to give all allied ranged units the bonus damage for 30 seconds. Cooldown: 100","An aura that gives all allied ranged heroes bonus damage based on 29% of your agility. Can be activated to give all allied ranged units the bonus damage for 30 seconds. Cooldown: 100","An aura that gives all allied ranged heroes bonus damage based on 35% of your agility. Can be activated to give all allied ranged units the bonus damage for 30 seconds. Cooldown: 100
Twin Head Dragon Aghanim Effect

Razzil brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage. Once Razzil starts brewing, he can continue for up to 5 seconds. Each second of brewing will increase the potency of the concoction and make Razzil more red. After the 5 seconds, there is a small buffer window. If Razzil does not throw the concoction soon after it will blow up and Razzil himself will suffer as if he was hit by the concoction. Concoction can blow up mid air if fired too late. Deals up to 150 smashing damage and stuns for up to 1.75 seconds. Can only target heroes. Cooldown: 16","Razzil brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage. Once Razzil starts brewing, he can continue for up to 5 seconds. Each second of brewing will increase the potency of the concoction and make Razzil more red. After the 5 seconds, there is a small buffer window. If Razzil does not throw the concoction soon after it will blow up and Razzil himself will suffer as if he was hit by the concoction. Concoction can blow up mid air if fired too late. Deals up to 220 smashing damage and stuns for up to 2.5 seconds. Can only target heroes. Cooldown: 16","Razzil brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage. Once Razzil starts brewing, he can continue for up to 5 seconds. Each second of brewing will increase the potency of the concoction and make Razzil more red. After the 5 seconds, there is a small buffer window. If Razzil does not throw the concoction soon after it will blow up and Razzil himself will suffer as if he was hit by the concoction. Concoction can blow up mid air if fired too late. Deals up to 290 smashing damage and stuns for up to 3.25 seconds. Can only target heroes. Cooldown: 16","Razzil brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage. Once Razzil starts brewing, he can continue for up to 5 seconds. Each second of brewing will increase the potency of the concoction and make Razzil more red. After the 5 seconds, there is a small buffer window. If Razzil does not throw the concoction soon after it will blow up and Razzil himself will suffer as if he was hit by the concoction. Concoction can blow up mid air if fired too late. Deals up to 360 smashing damage and stuns for up to 4 seconds. Can only target heroes. Cooldown: 16
Increases Razor's movement speed by 4% and reflects a static charge whenever targeted, dealing 40 magical damage and purging the unit for 0.5 seconds.","Increases Razor's movement speed by 8% and reflects a static charge whenever targeted, dealing 70 magical damage and purging the unit for 1.0 second.","Increases Razor's movement speed by 12% and reflects a static charge whenever targeted, dealing 100 magical damage and purging the unit for 1.5 seconds.","Increases Razor's movement speed by 16% and reflects a static charge whenever targeted, dealing 130 magical damage and purging the unit for 2.0 seconds.

Whenever Aiushtha is attacked she beguiles the attacking unit into slowing its attack by 40%.","Whenever Aiushtha is attacked she beguiles the attacking unit into slowing its attack by 70%.","Whenever Aiushtha is attacked she beguiles the attacking unit into slowing its attack by 100%.","Whenever Aiushtha is attacked she beguiles the attacking unit into slowing its attack by 130%.

Channels dark magic into a powerful current that envelops a target area, slowing enemies who get caught in it by 7% per second. Can channel up to 16 seconds and 84% slow. Channeling Cooldown: 50","Channels dark magic into a powerful current that envelops a target area, slowing enemies who get caught in it by 14% per second. Can channel up to 16 seconds and 84% slow. Channeling Cooldown: 46","Channels dark magic into a powerful current that envelops a target area, slowing enemies who get caught in it by 21% per second. Can channel up to 16 seconds and 84% slow. Channeling Cooldown: 42","Channels dark magic into a powerful current that envelops a target area, slowing enemies who get caught in it by 28% per second. Can channel up to 16 seconds and 84% slow. Channeling Cooldown: 38

Urn of Shadows spell
magicCreates an abyss upon a chosen parameter, pulling in and dealing 40 magical damage to foes in a 250 AOE. Cooldown: 28","Creates an abyss upon a chosen parameter, pulling in and dealing 80 magical damage to foes in a 350 AOE. Cooldown: 28","Creates an abyss upon a chosen parameter, pulling in and dealing 120 magical damage to foes in a 450 AOE. Cooldown: 28","Creates an abyss upon a chosen parameter, pulling in and dealing 160 magical damage to foes in a 550 AOE. Cooldown: 28

Nearby friendly units gain 15% of their attack damage when they hit enemy units.","Nearby friendly units gain 20% of their attack damage when they hit enemy units.","Nearby friendly units gain 25% of their attack damage when they hit enemy units.","Nearby friendly units gain 30% of their attack damage when they hit enemy units.

Vampiric Aura 1
lifestealaura
Vampiric Aura 2
lifestealaura
Vampiric Aura 3
lifestealaura
Vampiric Aura 4
lifestealauraVeil of Discord
Veil of Discord Container

The Nerubian Assassin turns invisible for up to 40 seconds with 16% movement speed increase. Any attack made while invisible results in a backstab of 250 damage. Cooldown: 70 Scepter Upgradeable: Adds Burrow subability, which can be used to hide and improves other Nerubian Assassin's abilities while he is hidden.","The Nerubian Assassin turns invisible for up to 50 seconds with 18% movement speed increase. Any attack made while invisible results in a backstab of 400 damage. Cooldown: 60 Scepter Upgradeable: Adds Burrow subability, which can be used to hide and improves other Nerubian Assassin's abilities while he is hidden.","The Nerubian Assassin turns invisible for up to 60 seconds with 20% movement speed increase. Any attack made while invisible results in a backstab of 550 damage. Cooldown: 50 Scepter Upgradeable: Adds Burrow subability, which can be used to hide and improves other Nerubian Assassin's abilities while he is hidden.

Releases a Venomous Gale which poisons enemy units it comes in contact with. Poisoned units take 25 initial damage, 10 damage over time, and have their movement speed slowed for a short duration. Deals magical damage. Cooldown: 22","Releases a Venomous Gale which poisons enemy units it comes in contact with. Poisoned units take 50 initial damage, 35 damage over time, and have their movement speed slowed for a short duration. Deals magical damage. Cooldown: 22","Releases a Venomous Gale which poisons enemy units it comes in contact with. Poisoned units take 75 initial damage, 60 damage over time, and have their movement speed slowed for a short duration. Deals magical damage. Cooldown: 22","Releases a Venomous Gale which poisons enemy units it comes in contact with. Poisoned units take 100 initial damage, 85 damage over time, and have their movement speed slowed for a short duration. Deals magical damage. Cooldown: 22
Version Check

Gives a vicious viper bite to an enemy unit. Deals 60 magical damage per second and slows movement and attack speeds by 40%. Lasts 5 seconds. Cooldown: 70 Scepter Upgradeable: Increases cast range and reduces cooldown.","Gives a vicious viper bite to an enemy unit. Deals 100 magical damage per second and slows movement and attack speeds by 60%. Lasts 5 seconds. Cooldown: 50 Scepter Upgradeable: Increases cast range and reduces cooldown.","Gives a vicious viper bite to an enemy unit. Deals 145 magical damage per second and slows movement and attack speeds by 80%. Lasts 5 seconds. Cooldown: 30 Scepter Upgradeable: Increases cast range and reduces cooldown.
Reduces the armor by 1 and the speed by 20% + 3% per cast. May be cast up to four times on a single target to increase the effect. Lasts 5 seconds. Cooldown: 1.5 Scepter Upgradeable: Applies Nasal Goo to every enemy in 700 AoE around you","Reduces the armor by 1.4 and the speed by 20% + 6% per cast. May be cast up to four times on a single target to increase the effect. Lasts 5 seconds. Cooldown: 1.5 Scepter Upgradeable: Applies Nasal Goo to every enemy in 700 AoE around you","Reduces the armor by 1.8 and the speed by 20% + 9% per cast. May be cast up to four times on a single target to increase the effect. Lasts 5 seconds. Cooldown: 1.5 Scepter Upgradeable: Applies Nasal Goo to every enemy in 700 AoE around you","Reduces the armor by 2.2 and the speed by 20% + 12% per cast. May be cast up to four times on a single target to increase the effect. Lasts 5 seconds. Cooldown: 1.5 Scepter Upgradeable: Applies Nasal Goo to every enemy in 700 AoE around you
Vladmir Spell Book
magicCreates a damaging void in an enemy unit, dealing 90 magical damage to it. If cast at night, slows the target for 4 seconds. 2 seconds during the day. Cooldown: 8","Creates a damaging void in an enemy unit, dealing 160 magical damage to it. If cast during at night, slows the target for 4 seconds. 2 seconds during the day. Cooldown: 8","Creates a damaging void in an enemy unit, dealing 255 magical damage to it. If cast at night, slows the target for 4 seconds. 2 seconds during the day. Cooldown: 8","Creates a damaging void in an enemy unit, dealing 335 magical damage to it. If cast at night, slows the target for 4 seconds. 2 seconds during the day. Cooldown: 8

Transforms an enemy unit into a random critter for 2.5 seconds. Cooldown: 30","Transforms an enemy unit into a random critter for 3.0 seconds. Cooldown: 24","Transforms an enemy unit into a random critter for 3.5 seconds. Cooldown: 18","Transforms an enemy unit into a random critter for 4 seconds. Cooldown: 12

Transforms an enemy unit into a random critter for 1.25 seconds. Cooldown: 13","Transforms an enemy unit into a random critter for 2 seconds. Cooldown: 13","Transforms an enemy unit into a random critter for 2.75 seconds. Cooldown: 13","Transforms an enemy unit into a random critter for 3.5 seconds. Cooldown: 13

Activate Voodoo Restoration to heal allied units around you for 16 hp/sec. Drains 8 mana/sec until deactivated.","Activate Voodoo Restoration to heal allied units around you for 24 hp/sec. Drains 12 mana/sec until deactivated.","Activate Voodoo Restoration to heal allied units around you for 32 hp/sec. Drains 16 mana/sec until deactivated.","Activate Voodoo Restoration to heal allied units around you for 40 hp/sec. Drains 20 mana/sec until deactivated.
Raises a wall out of pure mana across the landscape. Enemy heroes who attempt to pass through it will have images of themselves emerge from the wall to serve under the Dark Seer until the wall's duration is up. Images take 300% damage and deal 60%. Deals 150 magical damage to heroes that walk through it. Lasts 45 seconds. Cooldown: 100 Cast Range: 500 Scepter Upgradeable: Increases illusion and walk through damage.","Raises a wall out of pure mana across the landscape. Enemy heroes who attempt to pass through it will have images of themselves emerge from the wall to serve under the Dark Seer until the wall's duration is up. Images take 300% damage and deal 75%. Deals 150 magical damage to heroes that walk through it. Lasts 45 seconds. Cooldown: 100 Cast Range: 900 Scepter Upgradeable: Increases illusion and walk through damage.","Raises a wall out of pure mana across the landscape. Enemy heroes who attempt to pass through it will have images of themselves emerge from the wall to serve under the Dark Seer until the wall's duration is up. Images take 300% damage and deal 90%. Deals 150 magical damage to heroes that walk through it. Lasts 45 seconds. Cooldown: 100 Cast Range: 1300 Scepter Upgradeable: Increases illusion and walk through damage.
Tuskarr prepares his mighty Walrus Punch; his next attack will do a 3.15x critical strike and launch the victim into the air. The victim will be slowed by 40% for 2 seconds upon landing. Cooldown: 28 Scepter Upgradeable: adds Walrus Kick ability, which allows to push enemies back.","Tuskarr prepares his mighty Walrus Punch; his next attack will do a 3.45x critical strike and launch the victim into the air. The victim will be slowed by 40% for 3 seconds upon landing. Cooldown: 20 Scepter Upgradeable: adds Walrus Kick ability, which allows to push enemies back.","Tuskarr prepares his mighty Walrus Punch; his next attack will do a 3.75x critical strike and launch the victim into the air. The victim will be slowed by 40% for 4 seconds upon landing. Cooldown: 12 Scepter Upgradeable: adds Walrus Kick ability, which allows to push enemies back.

Wand of Illusion
illusionReleases Puck's mystical faerie dust around him dealing 100 magical damage and silencing enemies for 0.75 seconds. Cooldown: 16","Releases Puck's mystical faerie dust around him dealing 160 magical damage and silencing enemies for 1.5 seconds. Cooldown: 16","Releases Puck's mystical faerie dust around him dealing 220 magical damage and silencing enemies for 2.25 seconds. Cooldown: 16","Releases Puck's mystical faerie dust around him dealing 280 magical damage and silencing enemies for 3 seconds. Cooldown: 16

Warcry
Rogue KnightWith the righteous anger of one wielding Justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain 12% movespeed and +3 bonus armor for 8 seconds. 900 AoE. Cooldown: 32","With the righteous anger of one wielding Justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain 12% movespeed and +7 bonus armor for 8 seconds. 900 AoE. Cooldown: 26","With the righteous anger of one wielding Justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain 12% movespeed and +11 bonus armor for 8 seconds. 900 AoE. Cooldown: 20","With the righteous anger of one wielding Justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain 12% movespeed and +15 bonus armor for 8 seconds. 900 AoE. Cooldown: 14

Warpath
BristlebackGains +20 damage and 3% movement speed for each successive cast in 14 seconds. 5 stacks maximum","Gains +25 damage and 4% movement speed for each successive cast in 14 seconds. 6 stacks maximum","Gains +30 damage and 5% movement speed for each successive cast in 14 seconds. 7 stacks maximum

Shendelzare releases a wave of sheer terror. Enemies hit by it have their armor reduced by 3 for 15 seconds. The wave is visible as it travels. Deals 30 divine damage. Cooldown: 20 ","Shendelzare releases a wave of sheer terror. Enemies hit by it have their armor reduced by 4 for 15 seconds. The wave is visible as it travels. Deals 50 divine damage. Cooldown: 20 ","Shendelzare releases a wave of sheer terror. Enemies hit by it have their armor reduced by 5 for 15 seconds. The wave is visible as it travels. Deals 70 divine damage. Cooldown: 20 ","Shendelzare releases a wave of sheer terror. Enemies hit by it have their armor reduced by 6 for 15 seconds. The wave is visible as it travels. Deals 90 divine damage. Cooldown: 20

Morphling dissolves into his components and surges forward, dealing 100 magical damage to everything in his wake. Cooldown: 11","Morphling dissolves into his components and surges forward, dealing 175 magical damage to everything in his wake. Cooldown: 11","Morphling dissolves into his components and surges forward, dealing 250 magical damage to everything in his wake. Cooldown: 11","Morphling dissolves into his components and surges forward, dealing 325 magical damage to everything in his wake. Cooldown: 11
A powerful shadow magic used to increase or decrease defenses over time. Changes armor by 0.75 every second. Affects allied and enemy heroes in a 575 AOE. Lasts 24 seconds. Cooldown: 45 Scepter Upgradeable: Increases armor per second and AOE.","A powerful shadow magic used to increase or decrease defenses over time. Changes armor by 1 every second. Affects allied and enemy heroes in a 575 AOE. Lasts 24 seconds. Cooldown: 45 Scepter Upgradeable: Increases armor per second and AOE.","A powerful shadow magic used to increase or decrease defenses over time. Changes armor by 1.25 every second. Affects allied and enemy heroes in a 575 AOE. Lasts 24 seconds. Cooldown: 45 Scepter Upgradeable: Increases armor per second and AOE.

Wex
InvokerGives 2% AS and 1% MS per level per instance. Upgrading this skill will give you +2 Agility.","Gives 2% AS and 1% MS per level per instance. Upgrading this skill will give you +2 Agility.","Gives 2% AS and 1% MS per level per instance. Upgrading this skill will give you +2 Agility.","Gives 2% AS and 1% MS per level per instance. Upgrading this skill will give you +2 Agility.","Gives 2% AS and 1% MS per level per instance. Upgrading this skill will give you +2 Agility.","Gives 2% AS and 1% MS per level per instance. Upgrading this skill will give you +2 Agility.","Gives 2% AS and 1% MS per level per instance. Upgrading this skill will give you +2 Agility.
Whirling Axes
Troll WarlordGoblin Shredder whirls extremely sharp edges dealing 100 magical damage and reducing primary attribute of any unfortunate enemy hero who comes in a 300 AOE around him. Deals pure damage if it cuts down trees in the process. Lowers primary attribute by 15% for 7 seconds. Cooldown: 6","Goblin Shredder whirls extremely sharp edges dealing 150 magical damage and reducing primary attribute of any unfortunate enemy hero who comes in a 300 AOE around him. Deals pure damage if it cuts down trees in the process. Lowers primary attribute by 15% for 7 seconds. Cooldown: 6","Goblin Shredder whirls extremely sharp edges dealing 200 magical damage and reducing primary attribute of any unfortunate enemy hero who comes in a 300 AOE around him. Deals pure damage if it cuts down trees in the process. Lowers primary attribute by 15% for 7 seconds. Cooldown: 6","Goblin Shredder whirls extremely sharp edges dealing 250 magical damage and reducing primary attribute of any unfortunate enemy hero who comes in a 300 AOE around him. Deals pure damage if it cuts down trees in the process. Lowers primary attribute by 15% for 7 seconds. Cooldown: 6
Hurls two axes that intersect and return to him. Each axe deals 70 physical damage to units that it collides with, and can only damage each unit once. Cooldown: 13","Hurls two axes that intersect and return to him. Each axe deals 100 physical damage to units that it collides with, and can only damage each unit once. Cooldown: 13","Hurls two axes that intersect and return to him. Each axe deals 130 physical damage to units that it collides with, and can only damage each unit once. Cooldown: 13","Hurls two axes that intersect and return to him. Each axe deals 160 physical damage to units that it collides with, and can only damage each unit once. Cooldown: 13

Becomes invisible for 20 seconds. Deals 30 backstab damage. Cooldown: 15 ","Becomes invisible for 25 seconds. Deals 60 backstab damage. Cooldown: 15 ","Becomes invisible for 30 seconds. Deals 90 backstab damage. Cooldown: 15 ","Becomes invisible for 35 seconds. Deals 120 backstab damage. Cooldown: 15

Wind Walk
invisibility
Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for a short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed by 8% in a 300 AoE around her. Lasts 3 seconds. Cooldown: 15","Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for a short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed by 16% in a 300 AoE around her. Lasts 4 seconds. Cooldown: 15","Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for a short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed by 24% in a 300 AoE around her. Lasts 5 seconds. Cooldown: 15","Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for a short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed by 30% in a 300 AoE around her. Lasts 6 seconds. Cooldown: 15
Winter's Curse
Winter WyvernAuroth strikes the battlefield with a maddening chill, cursing an enemy unit and freezing it in place for 2.5 seconds. All of the target's nearby allied units in 350 AoE will go into an uncontrollable frenzy, attacking the frozen ally. Affected enemies (except target) receives 85% less damage. Cooldown: 100","Auroth strikes the battlefield with a maddening chill, cursing an enemy unit and freezing it in place for 3 seconds. All of the target's nearby allied units in 350 AoE will go into an uncontrollable frenzy, attacking the frozen ally. Affected enemies (except target) receives 85% less damage. Cooldown: 100","Auroth strikes the battlefield with a maddening chill, cursing an enemy unit and freezing it in place for 3.5 seconds. All of the target's nearby allied units in 350 AoE will go into an uncontrollable frenzy, attacking the frozen ally. Affected enemies (except target) receives 85% less damage. Cooldown: 90
Improves Krobelus' other abilities. Carrion Swarm and Silence cost 10 less mana and cooldown 1 second faster. Exorcism summons 3 more Spirits. Improves movement speed by 5%.","Improves Krobelus' other abilities. Carrion Swarm and Silence cost 15 less mana and cooldown 2 seconds faster. Exorcism summons 4 more Spirits. Improves movement speed by 10%.","Improves Krobelus' other abilities. Carrion Swarm and Silence cost 20 less mana and cooldown 3 seconds faster. Exorcism summons 5 more Spirits. Improves movement speed by 15%.","Improves Krobelus' other abilities. Carrion Swarm and Silence cost 25 less mana and cooldown 4 seconds faster. Exorcism summons 6 more Spirits. Improves movement speed by 20%.

Calls forth a damaging energy that hits targets around the map. Deals 140 damage + 7% per target. Maximum of 16 targets. Deals magical damage. Cooldown: 90 Scepter Upgradeable: Increases damage and number of bounces. Every killed unit become Treant, while killed heroes become Mega treants with 3x damage and HP.","Calls forth a damaging energy that hits targets around the map. Deals 180 damage + 7% per target. Maximum of 17 targets. Deals magical damage. Cooldown: 75 Scepter Upgradeable: Increases damage and number of bounces. Every killed unit become Treant, while killed heroes become Mega treants with 3x damage and HP.","Calls forth a damaging energy that hits targets around the map. Deals 225 damage + 7% per target. Maximum of 18 targets. Deals magical damage. Cooldown: 60 Scepter Upgradeable: Increases damage and number of bounces. Every killed unit become Treant, while killed heroes become Mega treants with 3x damage and HP.
wrd0
wrd1

Yasha

Z009
AdmiralIn order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After 4 second, the hero will instantly return to the mark. Delay doubled if target is ally unit. 400 cast range. Cooldown: 26","In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After 4 seconds, the hero will instantly return to the mark. Delay doubled if target is ally unit. 600 cast range. Cooldown: 20","In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After 4 seconds, the hero will instantly return to the mark. Delay doubled if target is ally unit. 800 cast range. Cooldown: 14","In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After 4 seconds, the hero will instantly return to the mark. Delay doubled if target is ally unit. 1000 cast range. Cooldown: 8