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19
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 100
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cooldown: ['40', '35', '30', '25']
Mana Cost: 0
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 100
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cooldown: ['40', '35', '30', '25']
Mana Cost: 0
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 100
The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel
Cooldown: 120
Mana Cost: ['150', '200', '250']
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 100
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cooldown: 30
Mana Cost: ['100', '110', '120', '130']
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cooldown: 30
Mana Cost: ['100', '110', '120', '130']
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cooldown: 30
Mana Cost: ['100', '110', '120', '130']
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cooldown: 30
Mana Cost: ['100', '110', '120', '130']
The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel
Cooldown: 120
Mana Cost: ['150', '200', '250']
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cooldown: ['40', '35', '30', '25']
Mana Cost: 0
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cooldown: ['40', '35', '30', '25']
Mana Cost: 0
The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel
Cooldown: 120
Mana Cost: ['150', '200', '250']
23
Puck launches a magic orb that floats in a straight path, damaging enemy units along the way. At any point, Puck may teleport to the orb's location using Ethereal Jaunt.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['90', '100', '110', '120']
CHANNELED - Puck briefly shifts into another dimension where it is immune from harm.
Cooldown: ['8', '7.5', '7', '6.5']
Mana Cost: 0
Puck launches a magic orb that floats in a straight path, damaging enemy units along the way. At any point, Puck may teleport to the orb's location using Ethereal Jaunt.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['90', '100', '110', '120']
Puck teleports to the target location and releases a burst of faerie dust that deals damage and silences enemy units nearby.
Cooldown: ['16', '15', '14', '13']
Mana Cost: ['100', '110', '120', '130']
Puck launches a magic orb that floats in a straight path, damaging enemy units along the way. At any point, Puck may teleport to the orb's location using Ethereal Jaunt.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['90', '100', '110', '120']
Creates a coil of volatile magic that latches onto enemy Heroes, damaging and leashing them. If the enemy hero stretches the coil by moving too far away, it snaps, stunning and dealing additional damage.
Cooldown: 75
Mana Cost: ['100', '150', '200']
Puck launches a magic orb that floats in a straight path, damaging enemy units along the way. At any point, Puck may teleport to the orb's location using Ethereal Jaunt.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['90', '100', '110', '120']
Puck teleports to the target location and releases a burst of faerie dust that deals damage and silences enemy units nearby.
Cooldown: ['16', '15', '14', '13']
Mana Cost: ['100', '110', '120', '130']
Puck teleports to the target location and releases a burst of faerie dust that deals damage and silences enemy units nearby.
Cooldown: ['16', '15', '14', '13']
Mana Cost: ['100', '110', '120', '130']
Puck teleports to the target location and releases a burst of faerie dust that deals damage and silences enemy units nearby.
Cooldown: ['16', '15', '14', '13']
Mana Cost: ['100', '110', '120', '130']
Creates a coil of volatile magic that latches onto enemy Heroes, damaging and leashing them. If the enemy hero stretches the coil by moving too far away, it snaps, stunning and dealing additional damage.
Cooldown: 75
Mana Cost: ['100', '150', '200']
CHANNELED - Puck briefly shifts into another dimension where it is immune from harm.
Cooldown: ['8', '7.5', '7', '6.5']
Mana Cost: 0
CHANNELED - Puck briefly shifts into another dimension where it is immune from harm.
Cooldown: ['8', '7.5', '7', '6.5']
Mana Cost: 0
CHANNELED - Puck briefly shifts into another dimension where it is immune from harm.
Cooldown: ['8', '7.5', '7', '6.5']
Mana Cost: 0
Creates a coil of volatile magic that latches onto enemy Heroes, damaging and leashing them. If the enemy hero stretches the coil by moving too far away, it snaps, stunning and dealing additional damage.
Cooldown: 75
Mana Cost: ['100', '150', '200']
21
Monkey King enlarges his staff and slams it against the ground, stunning enemies in a line and damaging them with bonus damage and a critical hit based on his attack. Has True Strike.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['85', '90', '95', '100']
Monkey King's attacks awaken the Jingu Bang's power. Upon the fourth hit on the same enemy hero, Monkey King earns 4 charged attacks that have bonus damage and lifesteal.
Cooldown: 0
Monkey King's attacks awaken the Jingu Bang's power. Upon the fourth hit on the same enemy hero, Monkey King earns 4 charged attacks that have bonus damage and lifesteal.
Cooldown: 0
Monkey King jumps to a tree and perches atop it. While perched, he gains the Primal Spring ability-a channeled leap attack. If Monkey King's tree is destroyed, he falls and is stunned for 4 seconds. Taking damage while on the ground puts Tree Dance on cooldown.
Cooldown: ['1.40', '1.2', '1', '0.8']
Mana Cost: 0
Monkey King's attacks awaken the Jingu Bang's power. Upon the fourth hit on the same enemy hero, Monkey King earns 4 charged attacks that have bonus damage and lifesteal.
Cooldown: 0
Monkey King jumps to a tree and perches atop it. While perched, he gains the Primal Spring ability-a channeled leap attack. If Monkey King's tree is destroyed, he falls and is stunned for 4 seconds. Taking damage while on the ground puts Tree Dance on cooldown.
Cooldown: ['1.40', '1.2', '1', '0.8']
Mana Cost: 0
Monkey King jumps to a tree and perches atop it. While perched, he gains the Primal Spring ability-a channeled leap attack. If Monkey King's tree is destroyed, he falls and is stunned for 4 seconds. Taking damage while on the ground puts Tree Dance on cooldown.
Cooldown: ['1.40', '1.2', '1', '0.8']
Mana Cost: 0
Monkey King jumps to a tree and perches atop it. While perched, he gains the Primal Spring ability-a channeled leap attack. If Monkey King's tree is destroyed, he falls and is stunned for 4 seconds. Taking damage while on the ground puts Tree Dance on cooldown.
Cooldown: ['1.40', '1.2', '1', '0.8']
Mana Cost: 0
Monkey King creates a circular formation of soldiers that spread out from his position. If Monkey King leaves the area his soldiers disperse. The soldiers have Monkey King's attack and only target heroes. Monkey King is granted bonus armor for the spell's duration.
Cooldown: ['100', '90', '80']
Mana Cost: 100
Monkey King enlarges his staff and slams it against the ground, stunning enemies in a line and damaging them with bonus damage and a critical hit based on his attack. Has True Strike.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['85', '90', '95', '100']
Monkey King enlarges his staff and slams it against the ground, stunning enemies in a line and damaging them with bonus damage and a critical hit based on his attack. Has True Strike.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['85', '90', '95', '100']
Monkey King enlarges his staff and slams it against the ground, stunning enemies in a line and damaging them with bonus damage and a critical hit based on his attack. Has True Strike.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['85', '90', '95', '100']
Monkey King's attacks awaken the Jingu Bang's power. Upon the fourth hit on the same enemy hero, Monkey King earns 4 charged attacks that have bonus damage and lifesteal.
Cooldown: 0
Monkey King creates a circular formation of soldiers that spread out from his position. If Monkey King leaves the area his soldiers disperse. The soldiers have Monkey King's attack and only target heroes. Monkey King is granted bonus armor for the spell's duration.
Cooldown: ['100', '90', '80']
Mana Cost: 100
Monkey King creates a circular formation of soldiers that spread out from his position. If Monkey King leaves the area his soldiers disperse. The soldiers have Monkey King's attack and only target heroes. Monkey King is granted bonus armor for the spell's duration.
Cooldown: ['100', '90', '80']
Mana Cost: 100
20
Activate to temporarily apply a negative debuff aura around you, causing enemies that are attacked under it to take bonus physical damage and reduced movement speed. Lasts 6 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: 70
Tusk compresses shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. When the ball reaches its target destination the shards are released, creating a barrier that lasts for 4 seconds.
Cooldown: ['23', '20', '17', '14']
Mana Cost: 100
Tusk begins rolling into a snowball. Allies within a 350 radius can also be added to the snowball by right-clicking on them, even while the snowball is moving. Once launched, any enemies caught in the snowball's path will be stunned and take damage. Each allied Hero in the snowball will add to its damage and stun duration.
Cooldown: ['21', '19', '17', '15']
Mana Cost: 75
Activate to temporarily apply a negative debuff aura around you, causing enemies that are attacked under it to take bonus physical damage and reduced movement speed. Lasts 6 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: 70
Activate to temporarily apply a negative debuff aura around you, causing enemies that are attacked under it to take bonus physical damage and reduced movement speed. Lasts 6 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: 70
Tusk connects with his mighty Walrus Punch, a critical strike with bonus damage so powerful it launches its victim into the air.
Cooldown: ['16', '13', '10']
Mana Cost: 75
Activate to temporarily apply a negative debuff aura around you, causing enemies that are attacked under it to take bonus physical damage and reduced movement speed. Lasts 6 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: 70
Tusk compresses shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. When the ball reaches its target destination the shards are released, creating a barrier that lasts for 4 seconds.
Cooldown: ['23', '20', '17', '14']
Mana Cost: 100
Tusk compresses shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. When the ball reaches its target destination the shards are released, creating a barrier that lasts for 4 seconds.
Cooldown: ['23', '20', '17', '14']
Mana Cost: 100
Tusk compresses shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. When the ball reaches its target destination the shards are released, creating a barrier that lasts for 4 seconds.
Cooldown: ['23', '20', '17', '14']
Mana Cost: 100
Tusk begins rolling into a snowball. Allies within a 350 radius can also be added to the snowball by right-clicking on them, even while the snowball is moving. Once launched, any enemies caught in the snowball's path will be stunned and take damage. Each allied Hero in the snowball will add to its damage and stun duration.
Cooldown: ['21', '19', '17', '15']
Mana Cost: 75
Tusk connects with his mighty Walrus Punch, a critical strike with bonus damage so powerful it launches its victim into the air.
Cooldown: ['16', '13', '10']
Mana Cost: 75
Tusk begins rolling into a snowball. Allies within a 350 radius can also be added to the snowball by right-clicking on them, even while the snowball is moving. Once launched, any enemies caught in the snowball's path will be stunned and take damage. Each allied Hero in the snowball will add to its damage and stun duration.
Cooldown: ['21', '19', '17', '15']
Mana Cost: 75
Tusk begins rolling into a snowball. Allies within a 350 radius can also be added to the snowball by right-clicking on them, even while the snowball is moving. Once launched, any enemies caught in the snowball's path will be stunned and take damage. Each allied Hero in the snowball will add to its damage and stun duration.
Cooldown: ['21', '19', '17', '15']
Mana Cost: 75
Tusk connects with his mighty Walrus Punch, a critical strike with bonus damage so powerful it launches its victim into the air.
Cooldown: ['16', '13', '10']
Mana Cost: 75
18
Summons three fragments of Enigma himself at the cost of health. The eidolons health is increased by 3% of Enigma's current health. These eidolons are all under Enigma's control, and repeated successful attacks cause them to multiply. When this happens, the eidolons have their health restored.
Cooldown: ['40', '38', '36', '34']
Mana Cost: ['70', '80', '90', '100']
Focuses Enigma's power on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['100', '110', '120', '130']
Summons three fragments of Enigma himself at the cost of health. The eidolons health is increased by 3% of Enigma's current health. These eidolons are all under Enigma's control, and repeated successful attacks cause them to multiply. When this happens, the eidolons have their health restored.
Cooldown: ['40', '38', '36', '34']
Mana Cost: ['70', '80', '90', '100']
Focuses Enigma's power on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['100', '110', '120', '130']
Summons three fragments of Enigma himself at the cost of health. The eidolons health is increased by 3% of Enigma's current health. These eidolons are all under Enigma's control, and repeated successful attacks cause them to multiply. When this happens, the eidolons have their health restored.
Cooldown: ['40', '38', '36', '34']
Mana Cost: ['70', '80', '90', '100']
CHANNELED - Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells.
Cooldown: ['180', '170', '160']
Mana Cost: ['300', '400', '500']
Summons three fragments of Enigma himself at the cost of health. The eidolons health is increased by 3% of Enigma's current health. These eidolons are all under Enigma's control, and repeated successful attacks cause them to multiply. When this happens, the eidolons have their health restored.
Cooldown: ['40', '38', '36', '34']
Mana Cost: ['70', '80', '90', '100']
Steeps an area in dark resonance, dealing 5 + a percentage of the enemies current HP as damage.
Cooldown: ['40', '35', '30', '25']
Mana Cost: ['65', '90', '115', '140']
Focuses Enigma's power on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['100', '110', '120', '130']
Focuses Enigma's power on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['100', '110', '120', '130']
CHANNELED - Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells.
Cooldown: ['180', '170', '160']
Mana Cost: ['300', '400', '500']
Steeps an area in dark resonance, dealing 5 + a percentage of the enemies current HP as damage.
Cooldown: ['40', '35', '30', '25']
Mana Cost: ['65', '90', '115', '140']
Steeps an area in dark resonance, dealing 5 + a percentage of the enemies current HP as damage.
Cooldown: ['40', '35', '30', '25']
Mana Cost: ['65', '90', '115', '140']
Steeps an area in dark resonance, dealing 5 + a percentage of the enemies current HP as damage.
Cooldown: ['40', '35', '30', '25']
Mana Cost: ['65', '90', '115', '140']
CHANNELED - Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells.
Cooldown: ['180', '170', '160']
Mana Cost: ['300', '400', '500']
17
Medusa fires arrows in a line that land in 3 groups, with each grouping larger than the previous. Enemies struck by a volley of arrows take an initial burst of damage and then are rooted, cannot turn, are revealed to the enemy, and take damage per second.
Cooldown: ['30', '27', '24', '21']
Mana Cost: ['40', '60', '80', '100']
A mystic snake made of energy jumps from target to target dealing damage. Damage and speed increases with each jump. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake returns a percentage of the targets' total mana.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '100', '120', '140']
A mystic snake made of energy jumps from target to target dealing damage. Damage and speed increases with each jump. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake returns a percentage of the targets' total mana.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '100', '120', '140']
Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects (such as critical strike).
A mystic snake made of energy jumps from target to target dealing damage. Damage and speed increases with each jump. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake returns a percentage of the targets' total mana.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '100', '120', '140']
Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects (such as critical strike).
A mystic snake made of energy jumps from target to target dealing damage. Damage and speed increases with each jump. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake returns a percentage of the targets' total mana.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '100', '120', '140']
Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects (such as critical strike).
Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects (such as critical strike).
Any enemy units looking at Medusa will have their movement and attack speed slowed. If 2 seconds of total time is accumulated looking at Medusa while Stone Gaze is active, that unit will turn to stone. Petrified units are stunned, and take bonus physical attack damage.
Cooldown: 90
Mana Cost: 200
Medusa fires arrows in a line that land in 3 groups, with each grouping larger than the previous. Enemies struck by a volley of arrows take an initial burst of damage and then are rooted, cannot turn, are revealed to the enemy, and take damage per second.
Cooldown: ['30', '27', '24', '21']
Mana Cost: ['40', '60', '80', '100']
Medusa fires arrows in a line that land in 3 groups, with each grouping larger than the previous. Enemies struck by a volley of arrows take an initial burst of damage and then are rooted, cannot turn, are revealed to the enemy, and take damage per second.
Cooldown: ['30', '27', '24', '21']
Mana Cost: ['40', '60', '80', '100']
Medusa fires arrows in a line that land in 3 groups, with each grouping larger than the previous. Enemies struck by a volley of arrows take an initial burst of damage and then are rooted, cannot turn, are revealed to the enemy, and take damage per second.
Cooldown: ['30', '27', '24', '21']
Mana Cost: ['40', '60', '80', '100']
Any enemy units looking at Medusa will have their movement and attack speed slowed. If 2 seconds of total time is accumulated looking at Medusa while Stone Gaze is active, that unit will turn to stone. Petrified units are stunned, and take bonus physical attack damage.
Cooldown: 90
Mana Cost: 200
12
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
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']
13
Mars smashes enemies in front of him with his shield, knocking them back and damaging them with a critical hit based on his attack. Bonus damage is added when hitting heroes. Has True Strike.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 90
Mars throws his legendary Spear with deadly precision, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits a tree, building, or cliff, they will be impaled to it and stunned.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['100', '110', '120', '130']
Mars throws his legendary Spear with deadly precision, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits a tree, building, or cliff, they will be impaled to it and stunned.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['100', '110', '120', '130']
Mars smashes enemies in front of him with his shield, knocking them back and damaging them with a critical hit based on his attack. Bonus damage is added when hitting heroes. Has True Strike.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 90
Mars throws his legendary Spear with deadly precision, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits a tree, building, or cliff, they will be impaled to it and stunned.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['100', '110', '120', '130']
After a short formation time, Mars summons an arena lined with the undead warriors of the Ash Legion, who block enemy attacks and movement. Enemy heroes near the inside edge of the arena will be attacked by spears, dealing damage and knocking them back.
Cooldown: ['100', '95', '90']
Mana Cost: ['150', '200', '250']
Mars throws his legendary Spear with deadly precision, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits a tree, building, or cliff, they will be impaled to it and stunned.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['100', '110', '120', '130']
Mars smashes enemies in front of him with his shield, knocking them back and damaging them with a critical hit based on his attack. Bonus damage is added when hitting heroes. Has True Strike.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 90
Mars smashes enemies in front of him with his shield, knocking them back and damaging them with a critical hit based on his attack. Bonus damage is added when hitting heroes. Has True Strike.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 90
Mars wields his massive shield to block a portion of each physical attack when hit from the front or sides. Can be toggled, granting phased movement, removing Mars's ability to attack, and locking the direction he is facing. When active, reduces movement speed and re-directs 70% of the attack projectiles aimed at Mars's allies towards Mars instead.
After a short formation time, Mars summons an arena lined with the undead warriors of the Ash Legion, who block enemy attacks and movement. Enemy heroes near the inside edge of the arena will be attacked by spears, dealing damage and knocking them back.
Cooldown: ['100', '95', '90']
Mana Cost: ['150', '200', '250']
Mars wields his massive shield to block a portion of each physical attack when hit from the front or sides. Can be toggled, granting phased movement, removing Mars's ability to attack, and locking the direction he is facing. When active, reduces movement speed and re-directs 70% of the attack projectiles aimed at Mars's allies towards Mars instead.
12
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: 30
Mana Cost: ['140', '155', '170', '185']
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: ['16', '14', '12', '10']
Mana Cost: ['100', '120', '140', '160']
Cooldown: 30
Mana Cost: ['140', '155', '170', '185']
Cooldown: ['75', '60', '45']
Mana Cost: ['150', '250', '350']
19
Pangolier jumps in the air and slams back to the ground in front of his current position, damaging and slowing all enemies in a radius. For each enemy hero hit, he gains an all damage shield for a short time. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs. Shield Crash cooldown during Rolling Thunder is decreased.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['70', '80', '90', '100']
Pangolier dashes along the target line, then slashes all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.
Cooldown: ['21', '18', '15', '12']
Mana Cost: ['75', '80', '85', '90']
Pangolier dashes along the target line, then slashes all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.
Cooldown: ['21', '18', '15', '12']
Mana Cost: ['75', '80', '85', '90']
Pangolier jumps in the air and slams back to the ground in front of his current position, damaging and slowing all enemies in a radius. For each enemy hero hit, he gains an all damage shield for a short time. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs. Shield Crash cooldown during Rolling Thunder is decreased.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['70', '80', '90', '100']
Pangolier dashes along the target line, then slashes all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.
Cooldown: ['21', '18', '15', '12']
Mana Cost: ['75', '80', '85', '90']
Pangolier curls into a debuff immune ball with 60% additional magic resistance and rolls out. When rolling, he moves at an increased speed and can move through trees, but has a decreased ability to turn. Striking enemies knocks them back, inflicting damage proportional to his attack damage and stunning them when they land. Colliding with walls or cliffs will cause a temporary pause while Pangolier reverses in direction. During Rolling Thunder, Shield Crash cooldown is reduced. DISPEL TYPE: Basic Dispel
Cooldown: ['90', '85', '80']
Mana Cost: ['100', '125', '150']
Pangolier dashes along the target line, then slashes all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.
Cooldown: ['21', '18', '15', '12']
Mana Cost: ['75', '80', '85', '90']
Pangolier jumps in the air and slams back to the ground in front of his current position, damaging and slowing all enemies in a radius. For each enemy hero hit, he gains an all damage shield for a short time. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs. Shield Crash cooldown during Rolling Thunder is decreased.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['70', '80', '90', '100']
Pangolier jumps in the air and slams back to the ground in front of his current position, damaging and slowing all enemies in a radius. For each enemy hero hit, he gains an all damage shield for a short time. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs. Shield Crash cooldown during Rolling Thunder is decreased.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['70', '80', '90', '100']
Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.
Pangolier curls into a debuff immune ball with 60% additional magic resistance and rolls out. When rolling, he moves at an increased speed and can move through trees, but has a decreased ability to turn. Striking enemies knocks them back, inflicting damage proportional to his attack damage and stunning them when they land. Colliding with walls or cliffs will cause a temporary pause while Pangolier reverses in direction. During Rolling Thunder, Shield Crash cooldown is reduced. DISPEL TYPE: Basic Dispel
Cooldown: ['90', '85', '80']
Mana Cost: ['100', '125', '150']
Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.
Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.
Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.
Pangolier curls into a debuff immune ball with 60% additional magic resistance and rolls out. When rolling, he moves at an increased speed and can move through trees, but has a decreased ability to turn. Striking enemies knocks them back, inflicting damage proportional to his attack damage and stunning them when they land. Colliding with walls or cliffs will cause a temporary pause while Pangolier reverses in direction. During Rolling Thunder, Shield Crash cooldown is reduced. DISPEL TYPE: Basic Dispel
Cooldown: ['90', '85', '80']
Mana Cost: ['100', '125', '150']