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Channeling an ability Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spell. While spells are being channeled, a draining bar will appear on the screen, indicating how much time is left in the channel.
Interrupting channeled abilities
If the channeling unit is issued another command, such as to move, stop, or attack, the unit will disrupt the channeled ability. Casting other spells or using items will also interrupt channeling, with the exception of toggled abilities, Wind Walk Wind Walk may refer to: Brewmaster s Storm s Wind Walk Bounty Hunter s Shadow Walk Clinkz Skeleton Walk Nyx Assassin s Vendetta Invoker s Ghost Walk Shadow Blade s Shadow Walk Silver Edge s Shadow Walk Play “One divided against its Self abilities, a few other abilities like Blade Fury, and the items below.
The only items that may be activated while channeling are Armlet of Mordiggian For the cosmetic item equipped by Chaos Knight, see Chaos Knight s Armlet of Mordiggian Item Changelogs Armlet of MordiggianB Weapon of choice among brutes, the bearer sacrifices his life energy to , Glimmer Cape Item Changelogs Glimmer CapeB The stolen cape of a master illusionist. Cost1850 Bought FromCaster Active Glimmer Bonus +20 Attack speed+15% Magic resistance Disassemble? Yes Alert allies? No Recipe The Glimmer Cape , Mask of Madness Item Changelogs Mask of MadnessBL Once this mask is worn, its bearer becomes an uncontrollable aggressive force. Cost1975 Bought FromArtifacts Active Berserk Passive Lifesteal Bonus +10 Attack speed+20 Attack damage Disassemble? , Observer and Sentry Wards Item Changelogs Known Bugs Observer and Sentry WardsB Advancements in stacking efficiency have made wards easier to carry than ever. Cost160 Bought FromConsumables Active Place Ward Disassemble? No Alert allies? (switching only), Phase Boots Item Changelogs Phase BootsBL Boots that allow the wearer to travel between the ether. Cost1240 Bought FromCommon Active Phase Bonus +24 Attack damage+45 Movement speed Disassemble? No Alert allies? No Recipe , Radiance Item Old Abilities Changelogs Radiance A divine weapon that causes damage and a bright burning effect that lays waste to nearby enemies. Cost5150 (1350) Bought FromWeapons Passive Burn Bonus +65 , Ring of Aquila Item Changelogs Ring of AquilaB The ring of the fallen Warlord Aquila continues to support armies in battle. Cost985 Bought FromSupport Passive Aquila Aura Bonus +3 Strength+9 Agility+3 Intelligence+10 Attack damage , Ring of Basilius Item Changelogs Ring of BasiliusB Ring given as a reward to the greatest mages. Cost500 Bought FromSupport Passive Basilius Aura Bonus +7 Attack damage Disassemble? Yes Alert allies? No Recipe The , Shadow Amulet Item Changelogs Shadow AmuletB A small talisman that clouds the senses of one s enemies when held perfectly still. Cost1300 Bought FromArcane Active Fade Bonus +20 Attack speed Disassemble? No Alert allies? , Shadow Blade For the cosmetic item equipped by Kunkka, see Kunkka s Shadow Blade. Item Changelogs Known Bugs Shadow BladeB The blade of a fallen king, it allows you to move unseen and , Shiva`s Guard Item Changelogs Shiva s Guard Said to have belonged to a goddess, today it retains much of its former power. Cost4750 (650) Bought FromArmor Active Arctic Blast Passive Freezing Aura Bonus +30 and Silver Edge Item Old Abilities Changelogs Silver Edge Once used to slay an unjust king, only to have the kingdom erupt into civil war in the aftermath. Cost5550 (700) Bought FromWeapons Active . Activating any other item, including Power Treads Item Changelogs Power TreadsBL A pair of tough-skinned boots that change to meet the demands of the wearer. Cost1350 Bought FromCommon Active Switch Attribute Bonus +25 Attack speed+45 Movement speed Disassemble? , Drum of Endurance Item Changelogs Drum of EnduranceB A relic that enchants the bodies of those around it for swifter movement in times of crisis. Cost1640 (575) Bought FromSupport Active Endurance Charges 6 Passive or consumables will interrupt channeling.
Any disable that would normally prevent a unit from casting the spell in question will also interrupt channeling. This includes Stuns Stun is a status effect that prevents active actions like moving, turning, using spells or items, but does not prevent passive abilities, such as evasion and Damage Block. Stuns also interrupt spell casts, channeling spells , Mini-stuns, Cyclones Cyclone is a status effect that causes afflicted units to be lifted up, completely disabling them, but also rendering them invulnerable to all sources of damage, similar to being hidden. Cyclone dispels the target, removing , Hexes Hex (also referred to as Sheep or Polymorph) is a status effect which turns the affected unit into a harmless critter, disabling many of its fighting capabilities. Contents 1 Mechanics 2 Sources of Hex 3 , Sleeps Sleep is a rare status effect that completely disables those affected for the entire duration. Be that as it may, Sleep can be broken by dealing damage to the affected unit. Sleeping units cannot be woken up while they and getting hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. . Though they do not prevent casting, most Root Root (formerly known as Ensnare and Entangle) is a status effect that prevents affected units from moving, and from casting some mobility spells. Contents 1 Mechanics 2 Rooting abilities 3 Self-rooting abilities 4 Disabled by effects will also interrupt channeling. Silence Play Silence! Silence is a status effect that prevents those affected from using active hero abilities for the duration of the silence. It can be useful when ganking a hero with a blink or invisibility will interrupt channeling from abilities only, while Doom and Static Storm (with Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 ) will interrupt channeling from items as well. Some spells that forcibly move units, such as Vacuum or X Marks the Spot (the first applies a ministun while moving units, and the second one is like an uncontrollable blink), will interrupt channeling as well, even if used on friendly units, be that as it may, other spells like Force Staff For the cosmetic item equipped by Crystal Maiden, see Force Staff (Equipment) Item Changelogs Force StaffB Allows you to manipulate others, for good or evil. Cost2250 (400) Bought FromCaster Active Force and Boulder Smash, will not interrupt channeling, because they just give a little push to their targets.
If the channel is interrupted before the spell`s effects occur, the mana and cooldown will be wasted, and the spell`s effect will be cut short, and in some cases will not perform their effects at all. This is in contrast to other, non-channeled spells with high cast times, such as Assassinate and Requiem of Souls, which will not expend mana or go on cooldown until the spell has been completed. Certain channeled spells, such as Illuminate and Powershot, will still perform their effect even if they are cancelled, usually at the cost of damage.
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Channeled spells
- Max Channel Time: 5
Disables, damages, and drains mana from a single target. - Crystal Maiden Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Crystal Maiden 16 + 2 16 + 1.6 16 + 2.9 Level - Freezing FieldMax Channel Time: 10
Damages and slows nearby enemy units. - Channel Time: 1.3
At the end of the duration, sleeps and deals damage to nearby enemy units. - Max Channel Time: 4
Damages, disables, and sucks in enemy units in an area. - Keeper of the Light - IlluminateMax Channel Time: 2/3/4/5
When the channel ends or is cancelled, releases a wave that deals damage based on how long it was channeled. - Lion - Mana DrainMax Channel Time: 5
Drains mana from a single target. - Monkey King - Primal SpringMax Channel Time: 1.6
When the channel ends or is cancelled, Monkey King jumps towardst he target area and deals damage and slows based on the time spent channeling. - Oracle - Fortune`s End
- Puck - Phase ShiftMax Channel Time: 0.75/1.5/2.25/3.25
Renders the caster invulnerable and untargetable for the duration. - Pudge - Dismember
- Pugna - Life DrainMax Channel Time: 10
Drains health from a single target. - Riki - Tricks of the TradeMax Channel Time: 3/4/5
Renders the caster invulnerable and untargetable for the duration and causes it to attack all enemy heroes within range every second. - Sand King - EpicenterChannel Time: 2
At the end of the duration, slows and deals damage to nearby enemy units for 3 seconds. - Sand King - Sand StormMax Channel Time: 50
Turns the caster invisible and deals damage to nearby enemy units. - Shadow Shaman - ShacklesMax Channel Time: 2.75/3.5/4.25/5
Disables and deals damage to a single target. - Tinker - RearmChannel Time: 3/1.5/0.75
At the end of the duration, refreshes the caster`s cooldowns. - Max Channel Time: 16
Slows enemy units in an area. - Wildwing Ripper - TornadoMax Channel Time: 40
Creates a controllable Tornado that slows and deals damage to nearby enemy units. - Windranger - PowershotMax Channel Time: 1
When the channel ends or is cancelled, deals damage and destroys trees in a line. If it is cancelled early, the damage will be greatly reduced. - Witch Doctor - Death WardMax Channel Time: 8
Creates a Death Ward that attacks nearby enemy heroes.
Channeled items
- Boots of Travel - TeleportChannel Time: 3
Teleports the caster to a friendly non-hero unit (/hero when upgraded) at the end of the duration. - Town Portal Scroll - TeleportFirst Channel Time: 3
Second Channel Time: 5
Following Channel Time Increase: 0.5
Teleports the caster to a friendly building at the end of the duration.
Time and Cost
All abilities have a cast time and cost, along with a cooldown.
Cast Time
Abilities use either the hero`s cast time or its own unique cast time. The animation can be cancelled early to stop the ability from being used, and it will not spend Mana or go on cooldown if cancelled.
Instant Cast Time
Ignores cast time and activates instantly.
Channel Time
Will only provide its effect as long as the user does not get interrupted or cancel it early. Some forms of movement do not interrupt channeling.
Cooldown
The wait period after casting. The spell may not be allowed to be cast again until the cooldown time is over.
Mana Cost
Requires Mana Points to be spent from your hero`s mana pool. It cannot be cast without enough mana.
HP Cost
HP cost was previously known as HP removal. It directly subtracts the Hit Points of the user and does not count as damage or an attack. This allows effects that are stopped by on-hit triggers such as Bottle to continue working. HP cost is not considered a damage type, is always non-lethal, and cannot lower the user`s HP below 1. The damage cannot be reduced or amplified by any ability. Below is a list of all spells with HP costs.
Charges
- Main Article: Charge Abilities
Charge based abilities use an ammo system rather than a basic single-use cooldown ability. Each charge recovers on a shared cooldown, allowing only 1 charge can be recharged at a time. Another charge does not recharge until the one before it has finished. Charge an be stored to allow multiple uses in quick succession. The maximum number of charges depends on the ability.
Targeting Types
Some spells require a target to be cast, while other spells are released instantly.
No Target
Skills of this type do not require a target to be cast, and will activate when pressed. Skills of this type will start their effects as soon as their cast time or channel time has completed.
Unit Target
Skills of this type require a target to be selected to provide their effects. The cursor will change to allow target selection. If the spell has an area of effect, a blue visual indicator appears. The indicator has a central targeting visual to imply that it must be cast on a single target regardless of the area effect it provides after.
- Control Modifiers
- A few Consumables can be changed to Unit Targeting when the Control key is held. List is below:
Item Abilities | ||
---|---|---|
Item | Notes | |
Bottle | Use Regenerate on an ally | |
Clarity | Use Clarity on an ally | |
Enchanted Mango | Use Enchanted Mango on an ally | |
Healing Salve | Use Healing Salve on an ally | |
Observer Ward | Transfer Ward to an ally | |
Sentry Ward | Transfer Ward to an ally |
Point Target
Skills of this type require an area to be selected and may affect the area around the casting point. If the spell has an area of effect, a blue visual indicator appears to indicate the area that will be affected.
Ability Types
Active
Active abilities must be used in order to apply their effects. Active abilities can consume mana, cooldowns, and usually have some method of targeting related to them. Most abilities are active abilities. Active abilities are indicated by a bevel around the icon, which makes them look like a pressable button. They can be activated by pressing their associated hotkey.
Channel
- Main Article: Channel
Channeled abilities require the user to stay still while it is active. A bar showing the duration of the channel time will appear when used. The effect ends if interrupted or cancelled. See the main article for a list of all channeled abilities and actives which can be used while channeling.
Passive
- Main Article: Passive
Passive abilities will apply their effects as long as they are learned. They can be applied to the hero itself, or as an aura belonging to the hero. Passive abilities do not consume mana and sometimes have cooldowns.
Toggle
- Main Article: Toggle
Toggled abilities can change states between on and off. They are similar to passives but must be toggled to enable or disable their effects. Toggled abilities do not have cooldowns and sometimes consume mana.
Auto-Cast
- Main Article: Auto-Cast
Auto-Cast abilities are abilities that can be toggled on to automatically cast, or turned off to manually cast. An auto-castable ability will have an empty rim around it, which glows orange when toggled on. When toggled on the ability will apply when it can. For example, Drow Ranger`s Frost Arrows will be used whenever she attacks a valid target. When attacking an invalid target such as a Tower, the Frost Arrows will not be used or consume mana, as if they are toggled off. These abilities can also be manually cast for greater precision, in which case they fire off a single time. If the ability is a Unique Attack Modifier it will be treated as a spell when manually cast, as opposed to a physical attack. This is known as Orb Walking. See here for a list of all auto-cast abilities.
Innate
An innate ability is a special ability that is not skilled and is already learned by the hero at the start of the game. This persists through all game modes, including Ability Draft. While their other skills may be shuffled around, a hero with an innate ability will still have their innate ability tied to them alone. All innate abilities are listed below:
Hero Abilities | |
---|---|
Hero | Ability |
Earth Spirit | Stone Remnant |
Invoker | Invoke |
Monkey King | Mischief |
Silencer | Intelligence Steal |
Techies | Minefield Sign |
Ultimates
Ultimate abilities are high impact abilities that may only be leveled 3 times instead of 4. They may be leveled at 6, 12, and 18 at the earliest. Some ultimates are affected by Aghanim`s Scepter, a powerful item that passively upgrades them. If dropped or sold, the upgrade is lost until the hero is in possession of it again. Upgrades with irreversible effects will not allow Aghanim`s Scepter to be removed from that hero`s inventory. The upgrade Aghanim`s Scepter provides is different for every hero. It can be a new ability entirely, an upgrade to the hero`s basic abilities, or simply an increase in power to the hero`s ultimate.