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26
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['100', '120', '140', '160']
Cooldown: 30
Mana Cost: ['140', '155', '170', '185']
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['100', '120', '140', '160']
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['100', '120', '140', '160']
Cooldown: ['75', '60', '45']
Mana Cost: ['150', '250', '350']
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['100', '120', '140', '160']
Cooldown: ['75', '60', '45']
Mana Cost: ['150', '250', '350']
Cooldown: 30
Mana Cost: ['140', '155', '170', '185']
Cooldown: 30
Mana Cost: ['140', '155', '170', '185']
Cooldown: 30
Mana Cost: ['140', '155', '170', '185']
Cooldown: ['75', '60', '45']
Mana Cost: ['150', '250', '350']
22
Tidehunter swings his mighty anchor to attack and deal bonus damage to nearby enemies and reduce their attack damage.
Cooldown: ['7', '6', '5', '4']
Mana Cost: ['45', '50', '55', '60']
Summons a gush of water to damage an enemy unit, reducing their movement speed and armor.
Cooldown: 12
Mana Cost: 100
Thickens Tidehunter's hide to passively block a portion of any incoming physical attack damage. Does not stack with items that provide Damage Block.
Tidehunter swings his mighty anchor to attack and deal bonus damage to nearby enemies and reduce their attack damage.
Cooldown: ['7', '6', '5', '4']
Mana Cost: ['45', '50', '55', '60']
Tidehunter swings his mighty anchor to attack and deal bonus damage to nearby enemies and reduce their attack damage.
Cooldown: ['7', '6', '5', '4']
Mana Cost: ['45', '50', '55', '60']
Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.
Cooldown: ['150', '145', '140']
Mana Cost: ['125', '225', '325']
Tidehunter swings his mighty anchor to attack and deal bonus damage to nearby enemies and reduce their attack damage.
Cooldown: ['7', '6', '5', '4']
Mana Cost: ['45', '50', '55', '60']
Thickens Tidehunter's hide to passively block a portion of any incoming physical attack damage. Does not stack with items that provide Damage Block.
Thickens Tidehunter's hide to passively block a portion of any incoming physical attack damage. Does not stack with items that provide Damage Block.
Thickens Tidehunter's hide to passively block a portion of any incoming physical attack damage. Does not stack with items that provide Damage Block.
Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.
Cooldown: ['150', '145', '140']
Mana Cost: ['125', '225', '325']
Summons a gush of water to damage an enemy unit, reducing their movement speed and armor.
Cooldown: 12
Mana Cost: 100
Summons a gush of water to damage an enemy unit, reducing their movement speed and armor.
Cooldown: 12
Mana Cost: 100
Summons a gush of water to damage an enemy unit, reducing their movement speed and armor.
Cooldown: 12
Mana Cost: 100
Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.
Cooldown: ['150', '145', '140']
Mana Cost: ['125', '225', '325']
19
An exploding pulse deals damage to enemies and structures in the area. Deals 65% damage to structures.
Cooldown: 5
Mana Cost: ['100', '115', '130', '145']
A powerful banishing spell that slows a unit and renders it unable to attack or be attacked. Healing on affected allies is increased, while afflicted enemies take extra magic damage instead.
Cooldown: ['16', '13', '10', '7']
Mana Cost: 80
An exploding pulse deals damage to enemies and structures in the area. Deals 65% damage to structures.
Cooldown: 5
Mana Cost: ['100', '115', '130', '145']
Pugna places a Nether Ward at the target location. The ward will fire at any enemy hero who casts a spell dealing base damage plus the damage multiplier of the mana spent by the enemy hero.
Cooldown: 40
Mana Cost: 80
An exploding pulse deals damage to enemies and structures in the area. Deals 65% damage to structures.
Cooldown: 5
Mana Cost: ['100', '115', '130', '145']
CHANNELED - When cast on an enemy, Pugna drains health from the target enemy unit to heal himself and granting vision over the target. If Pugna has full HP, and the enemy target is a Hero, Life Drain will restore mana instead. When cast on an ally, Pugna will drain his own health into his ally.
Cooldown: 7
Mana Cost: ['100', '150', '200']
An exploding pulse deals damage to enemies and structures in the area. Deals 65% damage to structures.
Cooldown: 5
Mana Cost: ['100', '115', '130', '145']
A powerful banishing spell that slows a unit and renders it unable to attack or be attacked. Healing on affected allies is increased, while afflicted enemies take extra magic damage instead.
Cooldown: ['16', '13', '10', '7']
Mana Cost: 80
A powerful banishing spell that slows a unit and renders it unable to attack or be attacked. Healing on affected allies is increased, while afflicted enemies take extra magic damage instead.
Cooldown: ['16', '13', '10', '7']
Mana Cost: 80
A powerful banishing spell that slows a unit and renders it unable to attack or be attacked. Healing on affected allies is increased, while afflicted enemies take extra magic damage instead.
Cooldown: ['16', '13', '10', '7']
Mana Cost: 80
CHANNELED - When cast on an enemy, Pugna drains health from the target enemy unit to heal himself and granting vision over the target. If Pugna has full HP, and the enemy target is a Hero, Life Drain will restore mana instead. When cast on an ally, Pugna will drain his own health into his ally.
Cooldown: 7
Mana Cost: ['100', '150', '200']
Pugna places a Nether Ward at the target location. The ward will fire at any enemy hero who casts a spell dealing base damage plus the damage multiplier of the mana spent by the enemy hero.
Cooldown: 40
Mana Cost: 80
Pugna places a Nether Ward at the target location. The ward will fire at any enemy hero who casts a spell dealing base damage plus the damage multiplier of the mana spent by the enemy hero.
Cooldown: 40
Mana Cost: 80
Pugna places a Nether Ward at the target location. The ward will fire at any enemy hero who casts a spell dealing base damage plus the damage multiplier of the mana spent by the enemy hero.
Cooldown: 40
Mana Cost: 80
CHANNELED - When cast on an enemy, Pugna drains health from the target enemy unit to heal himself and granting vision over the target. If Pugna has full HP, and the enemy target is a Hero, Life Drain will restore mana instead. When cast on an ally, Pugna will drain his own health into his ally.
Cooldown: 7
Mana Cost: ['100', '150', '200']
22
CHANNELED - Windranger charges her bow for up to 1 second for a single powerful shot, which slows and deals more damage the longer it is charged. The arrow damages enemies along its path. For each enemy that Powershot hits, its damage and slow power is reduced.
Cooldown: ['12', '11', '10', '9']
Mana Cost: 100
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.6.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['70', '80', '90', '100']
CHANNELED - Windranger charges her bow for up to 1 second for a single powerful shot, which slows and deals more damage the longer it is charged. The arrow damages enemies along its path. For each enemy that Powershot hits, its damage and slow power is reduced.
Cooldown: ['12', '11', '10', '9']
Mana Cost: 100
Increases movement speed and adds evasion from all physical attacks.
Cooldown: ['15', '14', '13', '12']
Mana Cost: 50
CHANNELED - Windranger charges her bow for up to 1 second for a single powerful shot, which slows and deals more damage the longer it is charged. The arrow damages enemies along its path. For each enemy that Powershot hits, its damage and slow power is reduced.
Cooldown: ['12', '11', '10', '9']
Mana Cost: 100
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.6.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['70', '80', '90', '100']
CHANNELED - Windranger charges her bow for up to 1 second for a single powerful shot, which slows and deals more damage the longer it is charged. The arrow damages enemies along its path. For each enemy that Powershot hits, its damage and slow power is reduced.
Cooldown: ['12', '11', '10', '9']
Mana Cost: 100
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.6.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['70', '80', '90', '100']
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.6.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['70', '80', '90', '100']
Increases movement speed and adds evasion from all physical attacks.
Cooldown: ['15', '14', '13', '12']
Mana Cost: 50
Increases movement speed and adds evasion from all physical attacks.
Cooldown: ['15', '14', '13', '12']
Mana Cost: 50
Increases movement speed and adds evasion from all physical attacks.
Cooldown: ['15', '14', '13', '12']
Mana Cost: 50
Windranger channels the wind to gain 0 additional attack speed against a single enemy unit or structure, though with a reduction to her attack damage. Extra damage from secondary item effects is not reduced.
Cooldown: ['70', '50', '30']
Mana Cost: ['75', '100', '125']
Windranger channels the wind to gain 0 additional attack speed against a single enemy unit or structure, though with a reduction to her attack damage. Extra damage from secondary item effects is not reduced.
Cooldown: ['70', '50', '30']
Mana Cost: ['75', '100', '125']
Windranger channels the wind to gain 0 additional attack speed against a single enemy unit or structure, though with a reduction to her attack damage. Extra damage from secondary item effects is not reduced.
Cooldown: ['70', '50', '30']
Mana Cost: ['75', '100', '125']
23
Sends a swarm of winged beasts to savage enemy units in front of Death Prophet.
Cooldown: ['9', '8', '7', '6']
Mana Cost: ['80', '90', '100', '110']
Creates a spirit link between Death Prophet and an enemy unit, draining health from the enemy.
Cooldown: 0
Mana Cost: 80
Creates a spirit link between Death Prophet and an enemy unit, draining health from the enemy.
Cooldown: 0
Mana Cost: 80
Sends a swarm of winged beasts to savage enemy units in front of Death Prophet.
Cooldown: ['9', '8', '7', '6']
Mana Cost: ['80', '90', '100', '110']
Creates a spirit link between Death Prophet and an enemy unit, draining health from the enemy.
Cooldown: 0
Mana Cost: 80
Unleashes evil spirits to drain the life of nearby enemy units and structures. Spirits need to return back to Death Prophet in order to attack again. At the end of the spell's duration, Death Prophet is healed in proportion to the damage dealt. Deals 50% damage to buildings. Lasts 40 seconds.Increases Death Prophet's movement speed while active.
Cooldown: 150
Mana Cost: ['200', '300', '400']
Creates a spirit link between Death Prophet and an enemy unit, draining health from the enemy.
Cooldown: 0
Mana Cost: 80
Sends a swarm of winged beasts to savage enemy units in front of Death Prophet.
Cooldown: ['9', '8', '7', '6']
Mana Cost: ['80', '90', '100', '110']
Sends a swarm of winged beasts to savage enemy units in front of Death Prophet.
Cooldown: ['9', '8', '7', '6']
Mana Cost: ['80', '90', '100', '110']
Fires a projectile that prevents enemy units in a target area from casting spells.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '90', '100', '110']
Unleashes evil spirits to drain the life of nearby enemy units and structures. Spirits need to return back to Death Prophet in order to attack again. At the end of the spell's duration, Death Prophet is healed in proportion to the damage dealt. Deals 50% damage to buildings. Lasts 40 seconds.Increases Death Prophet's movement speed while active.
Cooldown: 150
Mana Cost: ['200', '300', '400']
Fires a projectile that prevents enemy units in a target area from casting spells.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '90', '100', '110']
Fires a projectile that prevents enemy units in a target area from casting spells.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '90', '100', '110']
Fires a projectile that prevents enemy units in a target area from casting spells.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '90', '100', '110']
Unleashes evil spirits to drain the life of nearby enemy units and structures. Spirits need to return back to Death Prophet in order to attack again. At the end of the spell's duration, Death Prophet is healed in proportion to the damage dealt. Deals 50% damage to buildings. Lasts 40 seconds.Increases Death Prophet's movement speed while active.
Cooldown: 150
Mana Cost: ['200', '300', '400']
22
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Mana Cost: 30
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Mana Cost: 30
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Mana Cost: 30
19
Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.
Cooldown: ['17', '15', '13', '11']
Mana Cost: ['120', '130', '140', '150']
Puts the target enemy or friendly Hero to sleep. Sleeping units are awakened when damaged. If the target was directly attacked, the Nightmare passes to the attacking unit. Bane can attack and damage Nightmared targets freely.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['120', '130', '140', '150']
Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.
Cooldown: ['17', '15', '13', '11']
Mana Cost: ['120', '130', '140', '150']
Puts the target enemy or friendly Hero to sleep. Sleeping units are awakened when damaged. If the target was directly attacked, the Nightmare passes to the attacking unit. Bane can attack and damage Nightmared targets freely.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['120', '130', '140', '150']
Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.
Cooldown: ['17', '15', '13', '11']
Mana Cost: ['120', '130', '140', '150']
CHANNELED - Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every 0.5 seconds based on the unit's maximum mana.
Cooldown: ['120', '110', '100']
Mana Cost: ['200', '300', '400']
Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.
Cooldown: ['17', '15', '13', '11']
Mana Cost: ['120', '130', '140', '150']
Puts the target enemy or friendly Hero to sleep. Sleeping units are awakened when damaged. If the target was directly attacked, the Nightmare passes to the attacking unit. Bane can attack and damage Nightmared targets freely.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['120', '130', '140', '150']
Puts the target enemy or friendly Hero to sleep. Sleeping units are awakened when damaged. If the target was directly attacked, the Nightmare passes to the attacking unit. Bane can attack and damage Nightmared targets freely.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['120', '130', '140', '150']
Deals damage every second and lowers the enemy's total attack damage and cast range.
Cooldown: ['28', '21', '14', '7']
Mana Cost: 120
Deals damage every second and lowers the enemy's total attack damage and cast range.
Cooldown: ['28', '21', '14', '7']
Mana Cost: 120
CHANNELED - Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every 0.5 seconds based on the unit's maximum mana.
Cooldown: ['120', '110', '100']
Mana Cost: ['200', '300', '400']
Deals damage every second and lowers the enemy's total attack damage and cast range.
Cooldown: ['28', '21', '14', '7']
Mana Cost: 120
Deals damage every second and lowers the enemy's total attack damage and cast range.
Cooldown: ['28', '21', '14', '7']
Mana Cost: 120
CHANNELED - Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every 0.5 seconds based on the unit's maximum mana.
Cooldown: ['120', '110', '100']
Mana Cost: ['200', '300', '400']
19
Summons dark energies around an ally unit, creating an all damage barrier that absorbs a set amount of damage before expiring. When the barrier is destroyed it will burst and deal damage equal to the amount it could absorb to an area around it. Removes certain types of negative buffs and stuns on cast. DISPEL TYPE: Strong Dispel
Cooldown: ['12', '10', '8', '6']
Mana Cost: ['95', '110', '125', '140']
Abaddon releases a coil of deathly mist that can damage an enemy unit or heal a friendly unit at the cost of some of Abaddon's health.
Cooldown: ['6.5', '6', '5.5', '5']
Mana Cost: ['50', '55', '60', '65']
Summons dark energies around an ally unit, creating an all damage barrier that absorbs a set amount of damage before expiring. When the barrier is destroyed it will burst and deal damage equal to the amount it could absorb to an area around it. Removes certain types of negative buffs and stuns on cast. DISPEL TYPE: Strong Dispel
Cooldown: ['12', '10', '8', '6']
Mana Cost: ['95', '110', '125', '140']
Abaddon releases a coil of deathly mist that can damage an enemy unit or heal a friendly unit at the cost of some of Abaddon's health.
Cooldown: ['6.5', '6', '5.5', '5']
Mana Cost: ['50', '55', '60', '65']
Abaddon releases a coil of deathly mist that can damage an enemy unit or heal a friendly unit at the cost of some of Abaddon's health.
Cooldown: ['6.5', '6', '5.5', '5']
Mana Cost: ['50', '55', '60', '65']
When activated, all damage dealt to you will heal instead of harm. Most negative buffs will also be removed. If the ability is not on cooldown, it will automatically activate if your health falls below 400. DISPEL TYPE: Strong Dispel
Cooldown: ['90', '80', '70']
Mana Cost: 0
Abaddon releases a coil of deathly mist that can damage an enemy unit or heal a friendly unit at the cost of some of Abaddon's health.
Cooldown: ['6.5', '6', '5.5', '5']
Mana Cost: ['50', '55', '60', '65']
Summons dark energies around an ally unit, creating an all damage barrier that absorbs a set amount of damage before expiring. When the barrier is destroyed it will burst and deal damage equal to the amount it could absorb to an area around it. Removes certain types of negative buffs and stuns on cast. DISPEL TYPE: Strong Dispel
Cooldown: ['12', '10', '8', '6']
Mana Cost: ['95', '110', '125', '140']
Summons dark energies around an ally unit, creating an all damage barrier that absorbs a set amount of damage before expiring. When the barrier is destroyed it will burst and deal damage equal to the amount it could absorb to an area around it. Removes certain types of negative buffs and stuns on cast. DISPEL TYPE: Strong Dispel
Cooldown: ['12', '10', '8', '6']
Mana Cost: ['95', '110', '125', '140']
Abaddon strikes an enemy, affecting them by a chilling curse, slowing them, causing them to take damage over time, and all attacks against them gain an attack speed boost. Damage over time component to buildings is reduced by 70%.
When activated, all damage dealt to you will heal instead of harm. Most negative buffs will also be removed. If the ability is not on cooldown, it will automatically activate if your health falls below 400. DISPEL TYPE: Strong Dispel
Cooldown: ['90', '80', '70']
Mana Cost: 0
Abaddon strikes an enemy, affecting them by a chilling curse, slowing them, causing them to take damage over time, and all attacks against them gain an attack speed boost. Damage over time component to buildings is reduced by 70%.
Abaddon strikes an enemy, affecting them by a chilling curse, slowing them, causing them to take damage over time, and all attacks against them gain an attack speed boost. Damage over time component to buildings is reduced by 70%.
Abaddon strikes an enemy, affecting them by a chilling curse, slowing them, causing them to take damage over time, and all attacks against them gain an attack speed boost. Damage over time component to buildings is reduced by 70%.
When activated, all damage dealt to you will heal instead of harm. Most negative buffs will also be removed. If the ability is not on cooldown, it will automatically activate if your health falls below 400. DISPEL TYPE: Strong Dispel
Cooldown: ['90', '80', '70']
Mana Cost: 0
23
Creates a damaging void that slows an enemy unit, reduces its vision and deals damage. At night, Void also mini-stuns, interrupting channeling abilities, and its effects lasts longer.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['90', '95', '100', '105']
Night Stalker is in his element at night, attacking and moving with great swiftness.
Mana Cost: 0
Creates a damaging void that slows an enemy unit, reduces its vision and deals damage. At night, Void also mini-stuns, interrupting channeling abilities, and its effects lasts longer.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['90', '95', '100', '105']
Night Stalker horrifies all nearby enemies, causing them to become silenced and take damage over time while near him. The effect lasts longer at night.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 50
Creates a damaging void that slows an enemy unit, reduces its vision and deals damage. At night, Void also mini-stuns, interrupting channeling abilities, and its effects lasts longer.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['90', '95', '100', '105']
Night Stalker smothers the sun and summons instant darkness, so that he might use his powers at their fullest. Night Stalker gains flight and bonus damage during this time. Has unobstructed vision.
Cooldown: ['140', '135', '130']
Mana Cost: ['125', '175', '225']
Creates a damaging void that slows an enemy unit, reduces its vision and deals damage. At night, Void also mini-stuns, interrupting channeling abilities, and its effects lasts longer.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['90', '95', '100', '105']
Night Stalker is in his element at night, attacking and moving with great swiftness.
Mana Cost: 0
Night Stalker horrifies all nearby enemies, causing them to become silenced and take damage over time while near him. The effect lasts longer at night.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 50
Night Stalker horrifies all nearby enemies, causing them to become silenced and take damage over time while near him. The effect lasts longer at night.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 50
Night Stalker smothers the sun and summons instant darkness, so that he might use his powers at their fullest. Night Stalker gains flight and bonus damage during this time. Has unobstructed vision.
Cooldown: ['140', '135', '130']
Mana Cost: ['125', '175', '225']
Night Stalker horrifies all nearby enemies, causing them to become silenced and take damage over time while near him. The effect lasts longer at night.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 50
Night Stalker is in his element at night, attacking and moving with great swiftness.
Mana Cost: 0
Night Stalker is in his element at night, attacking and moving with great swiftness.
Mana Cost: 0
Night Stalker smothers the sun and summons instant darkness, so that he might use his powers at their fullest. Night Stalker gains flight and bonus damage during this time. Has unobstructed vision.
Cooldown: ['140', '135', '130']
Mana Cost: ['125', '175', '225']
27
Adds a freezing effect to Drow's attacks, slowing enemy movement and dealing bonus damage. Slow lasts 1.5 seconds.
Cooldown: 0
Mana Cost: ['9', '10', '11', '12']
CHANNELED - Drow releases a flurry of arrows in continuous salvos, hitting enemies for extra damage and applying Frost Arrows. Lasts up to 1.75 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['50', '70', '90', '110']
Adds a freezing effect to Drow's attacks, slowing enemy movement and dealing bonus damage. Slow lasts 1.5 seconds.
Cooldown: 0
Mana Cost: ['9', '10', '11', '12']
CHANNELED - Drow releases a flurry of arrows in continuous salvos, hitting enemies for extra damage and applying Frost Arrows. Lasts up to 1.75 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['50', '70', '90', '110']
CHANNELED - Drow releases a flurry of arrows in continuous salvos, hitting enemies for extra damage and applying Frost Arrows. Lasts up to 1.75 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['50', '70', '90', '110']
Drow's experiences in battle grant her a chance to launch arrows with incredible accuracy and effectiveness. Pierces through the enemy's defenses, ignoring their base armor. This ability is disabled if there is an enemy hero within 400 range.
CHANNELED - Drow releases a flurry of arrows in continuous salvos, hitting enemies for extra damage and applying Frost Arrows. Lasts up to 1.75 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['50', '70', '90', '110']
Releases a wave that silences and knocks back and reveals invisible enemy units. Knockback distance is relative to how close they are to Drow.
Cooldown: ['19', '17', '15', '13']
Mana Cost: 70
Adds a freezing effect to Drow's attacks, slowing enemy movement and dealing bonus damage. Slow lasts 1.5 seconds.
Cooldown: 0
Mana Cost: ['9', '10', '11', '12']
Adds a freezing effect to Drow's attacks, slowing enemy movement and dealing bonus damage. Slow lasts 1.5 seconds.
Cooldown: 0
Mana Cost: ['9', '10', '11', '12']
Drow's experiences in battle grant her a chance to launch arrows with incredible accuracy and effectiveness. Pierces through the enemy's defenses, ignoring their base armor. This ability is disabled if there is an enemy hero within 400 range.
Releases a wave that silences and knocks back and reveals invisible enemy units. Knockback distance is relative to how close they are to Drow.
Cooldown: ['19', '17', '15', '13']
Mana Cost: 70
Releases a wave that silences and knocks back and reveals invisible enemy units. Knockback distance is relative to how close they are to Drow.
Cooldown: ['19', '17', '15', '13']
Mana Cost: 70
Releases a wave that silences and knocks back and reveals invisible enemy units. Knockback distance is relative to how close they are to Drow.
Cooldown: ['19', '17', '15', '13']
Mana Cost: 70
Drow's experiences in battle grant her a chance to launch arrows with incredible accuracy and effectiveness. Pierces through the enemy's defenses, ignoring their base armor. This ability is disabled if there is an enemy hero within 400 range.