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15
Carpets the nearby earth in flames which damage enemies, while also granting him increased movement speed.
Cooldown: ['41', '39', '37', '35']
Mana Cost: ['60', '70', '80', '90']
Consumes an enemy or neutral creep, acquiring any special abilities that it possessed. If alt-cast is deactivated, Doom will not acquire the creep's abilities. Duration is equal to the cooldown.
Cooldown: 70
Mana Cost: ['40', '50', '60', '70']
Consumes an enemy or neutral creep, acquiring any special abilities that it possessed. If alt-cast is deactivated, Doom will not acquire the creep's abilities. Duration is equal to the cooldown.
Cooldown: 70
Mana Cost: ['40', '50', '60', '70']
Doom swings his burning sword, igniting the enemy. Stuns for 0.6 seconds and applies a 4 second burn that deals a base damage plus a percentage of the target's Max HP as damage per second.
Cooldown: ['13', '10', '7', '4']
Mana Cost: 40
Consumes an enemy or neutral creep, acquiring any special abilities that it possessed. If alt-cast is deactivated, Doom will not acquire the creep's abilities. Duration is equal to the cooldown.
Cooldown: 70
Mana Cost: ['40', '50', '60', '70']
Inflicts a curse that dispels an enemy Hero and prevents them from casting spells or healing in any way, while taking damage over time. DISPEL TYPE: Basic Dispel
Cooldown: ['140', '130', '120']
Mana Cost: ['150', '225', '300']
Consumes an enemy or neutral creep, acquiring any special abilities that it possessed. If alt-cast is deactivated, Doom will not acquire the creep's abilities. Duration is equal to the cooldown.
Cooldown: 70
Mana Cost: ['40', '50', '60', '70']
Carpets the nearby earth in flames which damage enemies, while also granting him increased movement speed.
Cooldown: ['41', '39', '37', '35']
Mana Cost: ['60', '70', '80', '90']
Carpets the nearby earth in flames which damage enemies, while also granting him increased movement speed.
Cooldown: ['41', '39', '37', '35']
Mana Cost: ['60', '70', '80', '90']
Carpets the nearby earth in flames which damage enemies, while also granting him increased movement speed.
Cooldown: ['41', '39', '37', '35']
Mana Cost: ['60', '70', '80', '90']
Inflicts a curse that dispels an enemy Hero and prevents them from casting spells or healing in any way, while taking damage over time. DISPEL TYPE: Basic Dispel
Cooldown: ['140', '130', '120']
Mana Cost: ['150', '225', '300']
Doom swings his burning sword, igniting the enemy. Stuns for 0.6 seconds and applies a 4 second burn that deals a base damage plus a percentage of the target's Max HP as damage per second.
Cooldown: ['13', '10', '7', '4']
Mana Cost: 40
Doom swings his burning sword, igniting the enemy. Stuns for 0.6 seconds and applies a 4 second burn that deals a base damage plus a percentage of the target's Max HP as damage per second.
Cooldown: ['13', '10', '7', '4']
Mana Cost: 40
13
An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
Cooldown: 10
Mana Cost: ['125', '140', '155', '170']
Creates a path of ice that stuns and damages enemies that touch it.
Cooldown: ['18', '15', '12', '9']
Mana Cost: 100
An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
Cooldown: 10
Mana Cost: ['125', '140', '155', '170']
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Cooldown: ['13', '10', '7', '4']
An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
Cooldown: 10
Mana Cost: ['125', '140', '155', '170']
Jakiro exhales a wide line of lasting flames, which deals damage per second to any enemy units caught in the fire.
Cooldown: ['90', '80', '70']
Mana Cost: ['300', '400', '500']
An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
Cooldown: 10
Mana Cost: ['125', '140', '155', '170']
Creates a path of ice that stuns and damages enemies that touch it.
Cooldown: ['18', '15', '12', '9']
Mana Cost: 100
Creates a path of ice that stuns and damages enemies that touch it.
Cooldown: ['18', '15', '12', '9']
Mana Cost: 100
Creates a path of ice that stuns and damages enemies that touch it.
Cooldown: ['18', '15', '12', '9']
Mana Cost: 100
Jakiro exhales a wide line of lasting flames, which deals damage per second to any enemy units caught in the fire.
Cooldown: ['90', '80', '70']
Mana Cost: ['300', '400', '500']
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Cooldown: ['13', '10', '7', '4']
19
Shadow Fiend razes the ground a short distance away from him, dealing damage to enemy units in the area. Adds a stacking damage amplifier on the target that causes the enemy to take bonus Shadowraze damage per stack.
Cooldown: 9
Mana Cost: 80
Shadow Fiend's presence reduces the armor of nearby enemies.
Shadow Fiend razes the ground a short distance away from him, dealing damage to enemy units in the area. Adds a stacking damage amplifier on the target that causes the enemy to take bonus Shadowraze damage per stack.
Cooldown: 9
Mana Cost: 80
Shadow Fiend's presence reduces the armor of nearby enemies.
Shadow Fiend razes the ground a short distance away from him, dealing damage to enemy units in the area. Adds a stacking damage amplifier on the target that causes the enemy to take bonus Shadowraze damage per stack.
Cooldown: 9
Mana Cost: 80
Shadow Fiend gathers his captured souls to release them as lines of demonic energy. Units near Shadow Fiend when the souls are released can be damaged by several lines of energy. Any unit damaged by Requiem of Souls will be feared and have its movement speed and magic resistance reduced for 0.6 seconds for each line hit up to a maximum of 2.15. Lines of energy are created for every soul captured through Necromastery. Requiem of Souls is automatically cast whenever Shadow Fiend dies, regardless of its cooldown.
Cooldown: ['120', '110', '100']
Mana Cost: ['150', '175', '200']
Shadow Fiend razes the ground a short distance away from him, dealing damage to enemy units in the area. Adds a stacking damage amplifier on the target that causes the enemy to take bonus Shadowraze damage per stack.
Cooldown: 9
Mana Cost: 80
Shadow Fiend's presence reduces the armor of nearby enemies.
Shadow Fiend's presence reduces the armor of nearby enemies.
Shadow Fiend gains Bonus Attack Speed for 8 seconds. After the effect finishes, Shadow Fiend loses a fixed amount of souls.
Cooldown: 16
Mana Cost: 75
Shadow Fiend gathers his captured souls to release them as lines of demonic energy. Units near Shadow Fiend when the souls are released can be damaged by several lines of energy. Any unit damaged by Requiem of Souls will be feared and have its movement speed and magic resistance reduced for 0.6 seconds for each line hit up to a maximum of 2.15. Lines of energy are created for every soul captured through Necromastery. Requiem of Souls is automatically cast whenever Shadow Fiend dies, regardless of its cooldown.
Cooldown: ['120', '110', '100']
Mana Cost: ['150', '175', '200']
Shadow Fiend gathers his captured souls to release them as lines of demonic energy. Units near Shadow Fiend when the souls are released can be damaged by several lines of energy. Any unit damaged by Requiem of Souls will be feared and have its movement speed and magic resistance reduced for 0.6 seconds for each line hit up to a maximum of 2.15. Lines of energy are created for every soul captured through Necromastery. Requiem of Souls is automatically cast whenever Shadow Fiend dies, regardless of its cooldown.
Cooldown: ['120', '110', '100']
Mana Cost: ['150', '175', '200']
Shadow Fiend gains Bonus Attack Speed for 8 seconds. After the effect finishes, Shadow Fiend loses a fixed amount of souls.
Cooldown: 16
Mana Cost: 75
24
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 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 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 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
16
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']
Enables Ogre Magi to cast his abilities and items multiple times with each use.
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']
24
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Mana Cost: 30
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Mana Cost: 30
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Mana Cost: 30
22
Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 110
Teleports Chaos Knight, any illusions he has, and the target unit to a point along the line between him and the target. Reduces armor of the enemy unit for 6 seconds.
Cooldown: ['18', '14', '10', '6']
Mana Cost: 50
Chaos Knight and his illusions' attacks have a chance to deal a critical strike of varying strength with bonus lifesteal. Deals 2x damage to creeps, but lifesteal from creeps is reduced by 70%.
Chaos Knight and his illusions' attacks have a chance to deal a critical strike of varying strength with bonus lifesteal. Deals 2x damage to creeps, but lifesteal from creeps is reduced by 70%.
Chaos Knight and his illusions' attacks have a chance to deal a critical strike of varying strength with bonus lifesteal. Deals 2x damage to creeps, but lifesteal from creeps is reduced by 70%.
Summons several phantasmal copies of the Chaos Knight from alternate dimensions. The phantasms are illusions that deal 100% damage, but take 350% damage. DISPEL TYPE: Basic Dispel
Cooldown: 75
Mana Cost: ['100', '200', '300']
Chaos Knight and his illusions' attacks have a chance to deal a critical strike of varying strength with bonus lifesteal. Deals 2x damage to creeps, but lifesteal from creeps is reduced by 70%.
Teleports Chaos Knight, any illusions he has, and the target unit to a point along the line between him and the target. Reduces armor of the enemy unit for 6 seconds.
Cooldown: ['18', '14', '10', '6']
Mana Cost: 50
Teleports Chaos Knight, any illusions he has, and the target unit to a point along the line between him and the target. Reduces armor of the enemy unit for 6 seconds.
Cooldown: ['18', '14', '10', '6']
Mana Cost: 50
Teleports Chaos Knight, any illusions he has, and the target unit to a point along the line between him and the target. Reduces armor of the enemy unit for 6 seconds.
Cooldown: ['18', '14', '10', '6']
Mana Cost: 50
Summons several phantasmal copies of the Chaos Knight from alternate dimensions. The phantasms are illusions that deal 100% damage, but take 350% damage. DISPEL TYPE: Basic Dispel
Cooldown: 75
Mana Cost: ['100', '200', '300']
Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 110
Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 110
Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 110
Summons several phantasmal copies of the Chaos Knight from alternate dimensions. The phantasms are illusions that deal 100% damage, but take 350% damage. DISPEL TYPE: Basic Dispel
Cooldown: 75
Mana Cost: ['100', '200', '300']
23
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.
Rubick's mastery of the arcane allows him to have a larger cast range and increased potency.
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 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 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 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 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
27
Calls a beam of lunar energy down upon an enemy, damaging and briefly stunning them.
Cooldown: ['9', '8', '7', '6']
Mana Cost: ['90', '100', '110', '120']
Empowers Luna's glaives, causing her attacks to bounce between enemy units. Deals less damage with each bounce.
Calls a beam of lunar energy down upon an enemy, damaging and briefly stunning them.
Cooldown: ['9', '8', '7', '6']
Mana Cost: ['90', '100', '110', '120']
Empowers Luna's glaives, causing her attacks to bounce between enemy units. Deals less damage with each bounce.
Empowers Luna's glaives, causing her attacks to bounce between enemy units. Deals less damage with each bounce.
Calls a beam of lunar energy down upon an enemy, damaging and briefly stunning them.
Cooldown: ['9', '8', '7', '6']
Mana Cost: ['90', '100', '110', '120']
Showers random nearby enemies with strikes from Luna's current level of Lucent Beam. These beams do not stun their targets, and there is a maximum number of times that a single target can be struck. Also turns day into night for a short time.
Cooldown: 110
Mana Cost: ['150', '200', '250']
Empowers Luna's glaives, causing her attacks to bounce between enemy units. Deals less damage with each bounce.
Calls a beam of lunar energy down upon an enemy, damaging and briefly stunning them.
Cooldown: ['9', '8', '7', '6']
Mana Cost: ['90', '100', '110', '120']
Showers random nearby enemies with strikes from Luna's current level of Lucent Beam. These beams do not stun their targets, and there is a maximum number of times that a single target can be struck. Also turns day into night for a short time.
Cooldown: 110
Mana Cost: ['150', '200', '250']
Showers random nearby enemies with strikes from Luna's current level of Lucent Beam. These beams do not stun their targets, and there is a maximum number of times that a single target can be struck. Also turns day into night for a short time.
Cooldown: 110
Mana Cost: ['150', '200', '250']
Creates 4 glaives that rotate 250 radius around Luna. Any enemy unit that collides with a glaive will take a percentage of Luna's Attack Damage.
Cooldown: ['40', '35', '30', '25']
Mana Cost: ['65', '70', '75', '80']
Creates 4 glaives that rotate 250 radius around Luna. Any enemy unit that collides with a glaive will take a percentage of Luna's Attack Damage.
Cooldown: ['40', '35', '30', '25']
Mana Cost: ['65', '70', '75', '80']
Creates 4 glaives that rotate 250 radius around Luna. Any enemy unit that collides with a glaive will take a percentage of Luna's Attack Damage.
Cooldown: ['40', '35', '30', '25']
Mana Cost: ['65', '70', '75', '80']
17
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']
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']
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']
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']
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