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18
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
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
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
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
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 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.
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
14
Marci grabs an allied or enemy target and throws it effortlessly behind her, damaging and slowing the unit if it's an enemy. Any enemy units in the landing area will also be damaged and slowed.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 80
Marci bounds to the targeted allied unit, choosing a direction and distance she will spring away from it. Upon reaching the unit, Marci lunges to her final destination, damaging and stunning enemies where she lands. The ally receives 25% bonus movement speed for 4s.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['70', '80', '90', '100']
Marci bounds to the targeted allied unit, choosing a direction and distance she will spring away from it. Upon reaching the unit, Marci lunges to her final destination, damaging and stunning enemies where she lands. The ally receives 25% bonus movement speed for 4s.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['70', '80', '90', '100']
Marci's loyalty helps ensure survival, imbuing a chosen allied hero and herself with shared lifesteal and attack damage. If Marci and her ally are further apart from each other than 1750, the ally receives no bonuses and Marci only gets 50% until they get close again. Marci's lifesteal also heals her ally and the ally lifesteal also heals Marci.
Cooldown: 20
Mana Cost: ['45', '40', '35', '30']
Marci bounds to the targeted allied unit, choosing a direction and distance she will spring away from it. Upon reaching the unit, Marci lunges to her final destination, damaging and stunning enemies where she lands. The ally receives 25% bonus movement speed for 4s.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['70', '80', '90', '100']
Marci taps a hidden power, gaining Fury charges that allow her to deliver a rapid sequence of strikes that slow movement and attack speed of the target for 2s. The last strike in every Fury combo creates a damaging pulse around the target. In between Fury combos, Marci is unable to attack for 1.5s. Marci gains 15% movement speed when Unleash is cast.
Cooldown: ['90', '75', '60']
Mana Cost: ['100', '125', '150']
Marci bounds to the targeted allied unit, choosing a direction and distance she will spring away from it. Upon reaching the unit, Marci lunges to her final destination, damaging and stunning enemies where she lands. The ally receives 25% bonus movement speed for 4s.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['70', '80', '90', '100']
Marci's loyalty helps ensure survival, imbuing a chosen allied hero and herself with shared lifesteal and attack damage. If Marci and her ally are further apart from each other than 1750, the ally receives no bonuses and Marci only gets 50% until they get close again. Marci's lifesteal also heals her ally and the ally lifesteal also heals Marci.
Cooldown: 20
Mana Cost: ['45', '40', '35', '30']
Marci's loyalty helps ensure survival, imbuing a chosen allied hero and herself with shared lifesteal and attack damage. If Marci and her ally are further apart from each other than 1750, the ally receives no bonuses and Marci only gets 50% until they get close again. Marci's lifesteal also heals her ally and the ally lifesteal also heals Marci.
Cooldown: 20
Mana Cost: ['45', '40', '35', '30']
Marci's loyalty helps ensure survival, imbuing a chosen allied hero and herself with shared lifesteal and attack damage. If Marci and her ally are further apart from each other than 1750, the ally receives no bonuses and Marci only gets 50% until they get close again. Marci's lifesteal also heals her ally and the ally lifesteal also heals Marci.
Cooldown: 20
Mana Cost: ['45', '40', '35', '30']
Marci taps a hidden power, gaining Fury charges that allow her to deliver a rapid sequence of strikes that slow movement and attack speed of the target for 2s. The last strike in every Fury combo creates a damaging pulse around the target. In between Fury combos, Marci is unable to attack for 1.5s. Marci gains 15% movement speed when Unleash is cast.
Cooldown: ['90', '75', '60']
Mana Cost: ['100', '125', '150']
Marci grabs an allied or enemy target and throws it effortlessly behind her, damaging and slowing the unit if it's an enemy. Any enemy units in the landing area will also be damaged and slowed.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 80
Marci grabs an allied or enemy target and throws it effortlessly behind her, damaging and slowing the unit if it's an enemy. Any enemy units in the landing area will also be damaged and slowed.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 80
21
Dragon Knight smites an enemy unit in melee range with his shield, stunning it and dealing damage. When in Elder Dragon Form, the cast range increases to 450.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['70', '80', '90', '100']
Unleashes a breath of fire in front of Dragon Knight that burns enemies and reduces the damage their attacks deal.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '95', '100', '105']
Unleashes a breath of fire in front of Dragon Knight that burns enemies and reduces the damage their attacks deal.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '95', '100', '105']
The life blood of the Dragon improves Dragon Knight's attacks. When in Dragon form, these attack effects are stronger.
Unleashes a breath of fire in front of Dragon Knight that burns enemies and reduces the damage their attacks deal.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '95', '100', '105']
Dragon Knight takes the form of one of three powerful elder dragons. Increases movement speed and attack damage, with Wyrm's Wrath on-hit effects applying to all enemies near the target. Increases Dragon Tail range. Increases health regeneration and armor bonuses from Dragon Blood.
Cooldown: 100
Mana Cost: 50
The life blood of the Dragon improves Dragon Knight's attacks. When in Dragon form, these attack effects are stronger.
The life blood of the Dragon improves Dragon Knight's attacks. When in Dragon form, these attack effects are stronger.
The life blood of the Dragon improves Dragon Knight's attacks. When in Dragon form, these attack effects are stronger.
Unleashes a breath of fire in front of Dragon Knight that burns enemies and reduces the damage their attacks deal.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '95', '100', '105']
Dragon Knight takes the form of one of three powerful elder dragons. Increases movement speed and attack damage, with Wyrm's Wrath on-hit effects applying to all enemies near the target. Increases Dragon Tail range. Increases health regeneration and armor bonuses from Dragon Blood.
Cooldown: 100
Mana Cost: 50
Dragon Knight smites an enemy unit in melee range with his shield, stunning it and dealing damage. When in Elder Dragon Form, the cast range increases to 450.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['70', '80', '90', '100']
Dragon Knight smites an enemy unit in melee range with his shield, stunning it and dealing damage. When in Elder Dragon Form, the cast range increases to 450.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['70', '80', '90', '100']
Dragon Knight smites an enemy unit in melee range with his shield, stunning it and dealing damage. When in Elder Dragon Form, the cast range increases to 450.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['70', '80', '90', '100']
Dragon Knight takes the form of one of three powerful elder dragons. Increases movement speed and attack damage, with Wyrm's Wrath on-hit effects applying to all enemies near the target. Increases Dragon Tail range. Increases health regeneration and armor bonuses from Dragon Blood.
Cooldown: 100
Mana Cost: 50
12
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '110', '130', '150']
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Cooldown: ['15', '12', '9', '6']
Mana Cost: 0
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Cooldown: ['15', '12', '9', '6']
Mana Cost: 0
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['125', '150', '175', '200']
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Cooldown: ['15', '12', '9', '6']
Mana Cost: 0
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage and grows stronger with each life it consumes.
Cooldown: ['140', '90', '40']
Mana Cost: ['200', '400', '600']
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Cooldown: ['15', '12', '9', '6']
Mana Cost: 0
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '110', '130', '150']
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '110', '130', '150']
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '110', '130', '150']
16
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']
17
Morphling shifts its form, pulling points from Strength and pouring them into Agility. The process is reversible. Additional points in Attribute Shift increase the rate of stat change.
Cooldown: 0
Morphling dissolves into liquid and surges forward, damaging enemy units in his path. Morphling is invulnerable during Waveform and attacks all enemies it goes through with a penalty.
Cooldown: ['21', '18', '15', '12']
Mana Cost: 115
Morphling dissolves into liquid and surges forward, damaging enemy units in his path. Morphling is invulnerable during Waveform and attacks all enemies it goes through with a penalty.
Cooldown: ['21', '18', '15', '12']
Mana Cost: 115
Launches a surge of water toward an enemy unit, dealing base damage plus additional damage based on Morphling's agility times a multiplier. If Morphling's agility is 50% higher than strength, the maximum agility multiplier is used. Also puts Adaptive Strike (Strength) on a 3 second cooldown.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['40', '50', '60', '70']
Morphling dissolves into liquid and surges forward, damaging enemy units in his path. Morphling is invulnerable during Waveform and attacks all enemies it goes through with a penalty.
Cooldown: ['21', '18', '15', '12']
Mana Cost: 115
Morphling shifts its form, pulling points from Agility and pouring them into Strength. The process is reversible. Additional points in Attribute Shift increase the rate of stat change.
Cooldown: 0
Morphling dissolves into liquid and surges forward, damaging enemy units in his path. Morphling is invulnerable during Waveform and attacks all enemies it goes through with a penalty.
Cooldown: ['21', '18', '15', '12']
Mana Cost: 115
Morphling changes his form to match the targeted enemy, gaining their basic abilities. Can be toggled for the duration of the ability.
Cooldown: ['140', '100', '60']
Mana Cost: 50
Morphling changes his form to match the targeted enemy, gaining their basic abilities. Can be toggled for the duration of the ability.
Cooldown: ['140', '100', '60']
Mana Cost: 50
Morphling shifts its form, pulling points from Strength and pouring them into Agility. The process is reversible. Additional points in Attribute Shift increase the rate of stat change.
Cooldown: 0
Launches a surge of water toward an enemy unit, dealing base damage plus additional damage based on Morphling's agility times a multiplier. If Morphling's agility is 50% higher than strength, the maximum agility multiplier is used. Also puts Adaptive Strike (Strength) on a 3 second cooldown.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['40', '50', '60', '70']
Launches a surge of water toward an enemy unit, dealing base damage plus additional damage based on Morphling's agility times a multiplier. If Morphling's agility is 50% higher than strength, the maximum agility multiplier is used. Also puts Adaptive Strike (Strength) on a 3 second cooldown.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['40', '50', '60', '70']
Launches a surge of water toward an enemy unit, dealing base damage plus additional damage based on Morphling's agility times a multiplier. If Morphling's agility is 50% higher than strength, the maximum agility multiplier is used. Also puts Adaptive Strike (Strength) on a 3 second cooldown.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['40', '50', '60', '70']
8
Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.
Cooldown: ['20', '17', '14', '11']
Mana Cost: ['110', '125', '140', '155']
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units. Avalanche does 100% bonus damage to units being tossed
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['95', '110', '125', '140']
Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.
Cooldown: ['20', '17', '14', '11']
Mana Cost: ['110', '125', '140', '155']
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units. Avalanche does 100% bonus damage to units being tossed
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['95', '110', '125', '140']
Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.
Cooldown: ['20', '17', '14', '11']
Mana Cost: ['110', '125', '140', '155']
Tiny gains craggy mass, increasing his attack damage, movement speed and armor, and toss power while slowing his attack speed.
Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.
Cooldown: ['20', '17', '14', '11']
Mana Cost: ['110', '125', '140', '155']
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units. Avalanche does 100% bonus damage to units being tossed
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['95', '110', '125', '140']
12
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 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 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'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
18
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'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 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'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 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'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 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 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 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 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
10
Blasts an enemy unit with a wave of fire, dealing damage and stunning the target.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['70', '85', '100', '115']
Drenches the target and another random unit in volatile chemicals, causing it to burst into flames. The target is in immense pain, taking damage and moving more slowly.
Cooldown: 17
Mana Cost: ['80', '90', '100', '110']
Drenches the target and another random unit in volatile chemicals, causing it to burst into flames. The target is in immense pain, taking damage and moving more slowly.
Cooldown: 17
Mana Cost: ['80', '90', '100', '110']
Incites a frenzy in a friendly unit, increasing its movement speed and attack speed. Gives bonus attacks speed if cast on Ogre himself. Can be cast on towers.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['40', '50', '60', '70']
Drenches the target and another random unit in volatile chemicals, causing it to burst into flames. The target is in immense pain, taking damage and moving more slowly.
Cooldown: 17
Mana Cost: ['80', '90', '100', '110']
Enables Ogre Magi to cast his abilities and items multiple times with each use.
Incites a frenzy in a friendly unit, increasing its movement speed and attack speed. Gives bonus attacks speed if cast on Ogre himself. Can be cast on towers.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['40', '50', '60', '70']
Drenches the target and another random unit in volatile chemicals, causing it to burst into flames. The target is in immense pain, taking damage and moving more slowly.
Cooldown: 17
Mana Cost: ['80', '90', '100', '110']
Blasts an enemy unit with a wave of fire, dealing damage and stunning the target.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['70', '85', '100', '115']
Blasts an enemy unit with a wave of fire, dealing damage and stunning the target.
Cooldown: ['11', '10', '9', '8']
Mana Cost: ['70', '85', '100', '115']
Incites a frenzy in a friendly unit, increasing its movement speed and attack speed. Gives bonus attacks speed if cast on Ogre himself. Can be cast on towers.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['40', '50', '60', '70']