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15
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 100
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
CHANNELED - Dawnbreaker creates a pulsing effect at a location within 350 units of an allied hero anywhere on the map, damaging enemies and healing allies with each pulse. After a short duration, she flies to the target location, dealing additional damage and stunning enemies upon landing. Once channeled, Dawnbreaker cannot stop the ability.
Cooldown: ['120', '105', '90']
Mana Cost: ['150', '200', '250']
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 100
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 100
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 100
CHANNELED - Dawnbreaker creates a pulsing effect at a location within 350 units of an allied hero anywhere on the map, damaging enemies and healing allies with each pulse. After a short duration, she flies to the target location, dealing additional damage and stunning enemies upon landing. Once channeled, Dawnbreaker cannot stop the ability.
Cooldown: ['120', '105', '90']
Mana Cost: ['150', '200', '250']
14
Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius and slows enemy movement and attack speed by 100% for 0.4 seconds. Provides vision of its target.
Cooldown: ['18', '15', '12', '9']
Mana Cost: ['125', '130', '135', '140']
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions. Deals damage equal to a percentage of the distance glimpsed, that cannot go over a damage maximum.
Cooldown: ['24', '22', '20', '18']
Mana Cost: ['70', '85', '100', '115']
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions. Deals damage equal to a percentage of the distance glimpsed, that cannot go over a damage maximum.
Cooldown: ['24', '22', '20', '18']
Mana Cost: ['70', '85', '100', '115']
After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.
Cooldown: ['20', '18', '16', '14']
Mana Cost: 70
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions. Deals damage equal to a percentage of the distance glimpsed, that cannot go over a damage maximum.
Cooldown: ['24', '22', '20', '18']
Mana Cost: ['70', '85', '100', '115']
Creates a damaging static storm that also silences all enemy units in the area for the duration. The damage starts off weak, but increases in power over the duration.
Cooldown: ['90', '80', '70']
Mana Cost: ['125', '175', '225']
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions. Deals damage equal to a percentage of the distance glimpsed, that cannot go over a damage maximum.
Cooldown: ['24', '22', '20', '18']
Mana Cost: ['70', '85', '100', '115']
After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.
Cooldown: ['20', '18', '16', '14']
Mana Cost: 70
After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.
Cooldown: ['20', '18', '16', '14']
Mana Cost: 70
After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.
Cooldown: ['20', '18', '16', '14']
Mana Cost: 70
Creates a damaging static storm that also silences all enemy units in the area for the duration. The damage starts off weak, but increases in power over the duration.
Cooldown: ['90', '80', '70']
Mana Cost: ['125', '175', '225']
Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius and slows enemy movement and attack speed by 100% for 0.4 seconds. Provides vision of its target.
Cooldown: ['18', '15', '12', '9']
Mana Cost: ['125', '130', '135', '140']
Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius and slows enemy movement and attack speed by 100% for 0.4 seconds. Provides vision of its target.
Cooldown: ['18', '15', '12', '9']
Mana Cost: ['125', '130', '135', '140']
21
Empowers Earthshaker's totem, causing it to deal extra damage and have 100 bonus attack range on the next attack.
Cooldown: 5
Mana Cost: ['45', '50', '55', '60']
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Empowers Earthshaker's totem, causing it to deal extra damage and have 100 bonus attack range on the next attack.
Cooldown: 5
Mana Cost: ['45', '50', '55', '60']
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cooldown: ['18', '17', '16', '15']
Mana Cost: ['120', '130', '140', '150']
Empowers Earthshaker's totem, causing it to deal extra damage and have 100 bonus attack range on the next attack.
Cooldown: 5
Mana Cost: ['45', '50', '55', '60']
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
Cooldown: ['130', '120', '110']
Mana Cost: ['150', '200', '250']
Empowers Earthshaker's totem, causing it to deal extra damage and have 100 bonus attack range on the next attack.
Cooldown: 5
Mana Cost: ['45', '50', '55', '60']
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
Cooldown: ['130', '120', '110']
Mana Cost: ['150', '200', '250']
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cooldown: ['18', '17', '16', '15']
Mana Cost: ['120', '130', '140', '150']
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cooldown: ['18', '17', '16', '15']
Mana Cost: ['120', '130', '140', '150']
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cooldown: ['18', '17', '16', '15']
Mana Cost: ['120', '130', '140', '150']
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
Cooldown: ['130', '120', '110']
Mana Cost: ['150', '200', '250']
23
Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.
Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.
Cooldown: 16
Mana Cost: 85
Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.
Cooldown: ['11', '9', '7', '5']
Mana Cost: ['35', '40', '45', '50']
Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.
Cooldown: ['11', '9', '7', '5']
Mana Cost: ['35', '40', '45', '50']
Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.
Cooldown: ['11', '9', '7', '5']
Mana Cost: ['35', '40', '45', '50']
Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of 20% in the area. Traps charge up to slow 50% after 3.5 seconds. Deals bonus damage when fully charged.
Cooldown: ['11', '8', '5']
Mana Cost: 15
Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.
Cooldown: ['11', '9', '7', '5']
Mana Cost: ['35', '40', '45', '50']
Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.
Cooldown: 16
Mana Cost: 85
Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.
Cooldown: 16
Mana Cost: 85
Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.
Cooldown: 16
Mana Cost: 85
Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.
Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of 20% in the area. Traps charge up to slow 50% after 3.5 seconds. Deals bonus damage when fully charged.
Cooldown: ['11', '8', '5']
Mana Cost: 15
Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.
Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.
Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of 20% in the area. Traps charge up to slow 50% after 3.5 seconds. Deals bonus damage when fully charged.
Cooldown: ['11', '8', '5']
Mana Cost: 15
15
Launches a bloody hook toward a unit or location. The hook will snag the first unit it encounters, dragging the unit back to Pudge, killing it if it's a non-ancient creep and dealing damage if it is an enemy otherwise.
Cooldown: ['18', '16', '14', '12']
Mana Cost: 110
A toxic cloud that deals intense damage and slows movement--harming not only enemy units but Pudge himself.
Launches a bloody hook toward a unit or location. The hook will snag the first unit it encounters, dragging the unit back to Pudge, killing it if it's a non-ancient creep and dealing damage if it is an enemy otherwise.
Cooldown: ['18', '16', '14', '12']
Mana Cost: 110
Pudge covers himself with a layer of flesh that blocks damage of any type taken from any source.
Cooldown: ['20', '19', '18', '17']
Mana Cost: ['50', '60', '70', '80']
Launches a bloody hook toward a unit or location. The hook will snag the first unit it encounters, dragging the unit back to Pudge, killing it if it's a non-ancient creep and dealing damage if it is an enemy otherwise.
Cooldown: ['18', '16', '14', '12']
Mana Cost: 110
CHANNELED - Pudge chows down on an enemy unit, disabling it and dealing damage over time. Damage is increased by Pudge's Strength and heals him for the total amount. Pudge pulls the unit at a rate of 75 units, up to a minimum of 125 range.
Cooldown: ['30', '25', '20']
Mana Cost: ['100', '130', '170']
Launches a bloody hook toward a unit or location. The hook will snag the first unit it encounters, dragging the unit back to Pudge, killing it if it's a non-ancient creep and dealing damage if it is an enemy otherwise.
Cooldown: ['18', '16', '14', '12']
Mana Cost: 110
A toxic cloud that deals intense damage and slows movement--harming not only enemy units but Pudge himself.
A toxic cloud that deals intense damage and slows movement--harming not only enemy units but Pudge himself.
A toxic cloud that deals intense damage and slows movement--harming not only enemy units but Pudge himself.
Pudge covers himself with a layer of flesh that blocks damage of any type taken from any source.
Cooldown: ['20', '19', '18', '17']
Mana Cost: ['50', '60', '70', '80']
CHANNELED - Pudge chows down on an enemy unit, disabling it and dealing damage over time. Damage is increased by Pudge's Strength and heals him for the total amount. Pudge pulls the unit at a rate of 75 units, up to a minimum of 125 range.
Cooldown: ['30', '25', '20']
Mana Cost: ['100', '130', '170']
Pudge covers himself with a layer of flesh that blocks damage of any type taken from any source.
Cooldown: ['20', '19', '18', '17']
Mana Cost: ['50', '60', '70', '80']
Pudge covers himself with a layer of flesh that blocks damage of any type taken from any source.
Cooldown: ['20', '19', '18', '17']
Mana Cost: ['50', '60', '70', '80']
16
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
11
Omniknight imbues his hammer with holy power, causing his attack to deal pure damage based on a percentage of his base damage.
Cooldown: ['16', '12', '8', '4']
Mana Cost: ['30', '35', '40', '45']
Instantly heals a friendly unit and damages all nearby enemy units.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['90', '105', '120', '135']
Instantly heals a friendly unit and damages all nearby enemy units.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['90', '105', '120', '135']
Grants Debuff Immunity with 60% magic resistance to the target, as well as bonus Strength and HP Regen based on the amount of Debuffs on them.
Cooldown: ['55', '50', '45', '40']
Mana Cost: ['90', '105', '120', '135']
Instantly heals a friendly unit and damages all nearby enemy units.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['90', '105', '120', '135']
Omniknight calls upon a Guardian Angel that grants immunity from physical damage to allied units in an area.
Cooldown: ['110', '100', '90']
Mana Cost: ['125', '175', '225']
Instantly heals a friendly unit and damages all nearby enemy units.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['90', '105', '120', '135']
Grants Debuff Immunity with 60% magic resistance to the target, as well as bonus Strength and HP Regen based on the amount of Debuffs on them.
Cooldown: ['55', '50', '45', '40']
Mana Cost: ['90', '105', '120', '135']
Grants Debuff Immunity with 60% magic resistance to the target, as well as bonus Strength and HP Regen based on the amount of Debuffs on them.
Cooldown: ['55', '50', '45', '40']
Mana Cost: ['90', '105', '120', '135']
Grants Debuff Immunity with 60% magic resistance to the target, as well as bonus Strength and HP Regen based on the amount of Debuffs on them.
Cooldown: ['55', '50', '45', '40']
Mana Cost: ['90', '105', '120', '135']
17
Creates a charged link between Razor and an enemy Hero, stealing damage from the target and giving it to Razor. Allows Razor to attack while moving with the link active.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 65
Releases a wave of energetic plasma that grows in power as it expands, but also zaps on contraction, slowing and dealing damage to enemy units caught in its path. Damage and slow increases with distance from Razor. The Plasma Field hits each unit twice, once each direction.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 125
Creates a charged link between Razor and an enemy Hero, stealing damage from the target and giving it to Razor. Allows Razor to attack while moving with the link active.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 65
Releases a wave of energetic plasma that grows in power as it expands, but also zaps on contraction, slowing and dealing damage to enemy units caught in its path. Damage and slow increases with distance from Razor. The Plasma Field hits each unit twice, once each direction.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 125
Releases a wave of energetic plasma that grows in power as it expands, but also zaps on contraction, slowing and dealing damage to enemy units caught in its path. Damage and slow increases with distance from Razor. The Plasma Field hits each unit twice, once each direction.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 125
A powerful lightning storm strikes out at the enemy unit with the lowest health, dealing damage and reducing armor.
Cooldown: ['80', '70', '60']
Mana Cost: ['100', '150', '200']
Releases a wave of energetic plasma that grows in power as it expands, but also zaps on contraction, slowing and dealing damage to enemy units caught in its path. Damage and slow increases with distance from Razor. The Plasma Field hits each unit twice, once each direction.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 125
There's a chance when attacked, and always when targeted with a spell, to release a forked lightning that strikes the target and other nearby enemies, prioritizing the unit type of the attacker, dealing damage and slowing movement speed.
There's a chance when attacked, and always when targeted with a spell, to release a forked lightning that strikes the target and other nearby enemies, prioritizing the unit type of the attacker, dealing damage and slowing movement speed.
There's a chance when attacked, and always when targeted with a spell, to release a forked lightning that strikes the target and other nearby enemies, prioritizing the unit type of the attacker, dealing damage and slowing movement speed.
A powerful lightning storm strikes out at the enemy unit with the lowest health, dealing damage and reducing armor.
Cooldown: ['80', '70', '60']
Mana Cost: ['100', '150', '200']
There's a chance when attacked, and always when targeted with a spell, to release a forked lightning that strikes the target and other nearby enemies, prioritizing the unit type of the attacker, dealing damage and slowing movement speed.
Creates a charged link between Razor and an enemy Hero, stealing damage from the target and giving it to Razor. Allows Razor to attack while moving with the link active.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 65
Creates a charged link between Razor and an enemy Hero, stealing damage from the target and giving it to Razor. Allows Razor to attack while moving with the link active.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 65
14
Spins a large web that grants Broodmother a passive movement speed increase and increases her Turn Rate, while in its vicinity, as well as giving free movement. Spin Web charges restore every 27 seconds, with a max of 4 charges. 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.
Cooldown: 0
Mana Cost: 40
Spins a large web that grants Broodmother a passive movement speed increase and increases her Turn Rate, while in its vicinity, as well as giving free movement. Spin Web charges restore every 27 seconds, with a max of 4 charges. 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.
Cooldown: 0
Mana Cost: 40
A violent lust for vital fluids increases Broodmother's attack damage and gives her a vampiric attack. Lifesteal from creeps is reduced by 40%.
Cooldown: ['45', '40', '35', '30']
Mana Cost: 80
A violent lust for vital fluids increases Broodmother's attack damage and gives her a vampiric attack. Lifesteal from creeps is reduced by 40%.
Cooldown: ['45', '40', '35', '30']
Mana Cost: 80
Spins a large web that grants Broodmother a passive movement speed increase and increases her Turn Rate, while in its vicinity, as well as giving free movement. Spin Web charges restore every 27 seconds, with a max of 4 charges. 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.
Cooldown: 0
Mana Cost: 40
Broodmother injects her young into an enemy unit, dealing damage and slowing them for 4 seconds. The spiderlings will hatch if the target is killed while under this influence.
Cooldown: ['9', '8', '7']
Mana Cost: 100
Spins a large web that grants Broodmother a passive movement speed increase and increases her Turn Rate, while in its vicinity, as well as giving free movement. Spin Web charges restore every 27 seconds, with a max of 4 charges. 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.
Cooldown: 0
Mana Cost: 40
Broodmother's venom cripples enemy units, causing her attacks to slow and giving the affected unit a chance to miss its attacks and extra damage from attacks.
A violent lust for vital fluids increases Broodmother's attack damage and gives her a vampiric attack. Lifesteal from creeps is reduced by 40%.
Cooldown: ['45', '40', '35', '30']
Mana Cost: 80
A violent lust for vital fluids increases Broodmother's attack damage and gives her a vampiric attack. Lifesteal from creeps is reduced by 40%.
Cooldown: ['45', '40', '35', '30']
Mana Cost: 80
Broodmother injects her young into an enemy unit, dealing damage and slowing them for 4 seconds. The spiderlings will hatch if the target is killed while under this influence.
Cooldown: ['9', '8', '7']
Mana Cost: 100
Broodmother's venom cripples enemy units, causing her attacks to slow and giving the affected unit a chance to miss its attacks and extra damage from attacks.
Broodmother's venom cripples enemy units, causing her attacks to slow and giving the affected unit a chance to miss its attacks and extra damage from attacks.
9
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['110', '125', '140', '155']
Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies.
Cooldown: ['24', '21', '18', '15']
Mana Cost: 110
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['110', '125', '140', '155']
Rubick's mastery of the arcane allows him to have a larger cast range and increased potency.
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['110', '125', '140', '155']
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 several minutes or until he dies, and stolen spells last longer on enemies.
Cooldown: ['16', '10', '4']
Mana Cost: 25
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['110', '125', '140', '155']
Rubick's mastery of the arcane allows him to have a larger cast range and increased potency.
Rubick's mastery of the arcane allows him to have a larger cast range and increased potency.