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15
Visage gathers charges of soul essence each time nearby heroes take more than 100 damage. When the essence is released, it deals base damage as well as damage for each gathered soul charge.
Cooldown: 4
Mana Cost: 110
Visage drains the movement and attack speed of the targeted unit, gaining it for itself and nearby familiars.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 90
Visage gathers charges of soul essence each time nearby heroes take more than 100 damage. When the essence is released, it deals base damage as well as damage for each gathered soul charge.
Cooldown: 4
Mana Cost: 110
Visage generates a layered barrier that protects him from damage. If he receives damage from a player, one layer is removed, and takes time to recover.
Visage drains the movement and attack speed of the targeted unit, gaining it for itself and nearby familiars.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 90
Conjures 2 blind Familiars to fight for Visage. Familiars possess the Stone Form ability, that allows them to turn into stone, stunning enemies upon landing. While in Stone Form, Familiars are invulnerable, and rapidly regenerate their health. Familiars grant high bounty when killed.
Cooldown: ['130', '120', '110']
Mana Cost: 150
Visage drains the movement and attack speed of the targeted unit, gaining it for itself and nearby familiars.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 90
Visage gathers charges of soul essence each time nearby heroes take more than 100 damage. When the essence is released, it deals base damage as well as damage for each gathered soul charge.
Cooldown: 4
Mana Cost: 110
Visage drains the movement and attack speed of the targeted unit, gaining it for itself and nearby familiars.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 90
Visage generates a layered barrier that protects him from damage. If he receives damage from a player, one layer is removed, and takes time to recover.
Conjures 2 blind Familiars to fight for Visage. Familiars possess the Stone Form ability, that allows them to turn into stone, stunning enemies upon landing. While in Stone Form, Familiars are invulnerable, and rapidly regenerate their health. Familiars grant high bounty when killed.
Cooldown: ['130', '120', '110']
Mana Cost: 150
Visage generates a layered barrier that protects him from damage. If he receives damage from a player, one layer is removed, and takes time to recover.
Visage generates a layered barrier that protects him from damage. If he receives damage from a player, one layer is removed, and takes time to recover.
11
Skywrath Mage sets off a long range shot that hits the closest hero within a long range. Upon impact, it deals damage and slows in an area of effect. Deals 75% damage to creeps.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '85', '90', '95']
Skywrath Mage launches a slow-moving bolt of arcane magic, dealing damage to an enemy unit based on Skywrath Mage's intelligence.
Cooldown: ['5', '4', '3', '2']
Mana Cost: 95
Skywrath Mage sets off a long range shot that hits the closest hero within a long range. Upon impact, it deals damage and slows in an area of effect. Deals 75% damage to creeps.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '85', '90', '95']
Skywrath Mage seals the targeted unit with an ancient rune, silencing it and causing it to take additional damage from spells.
Cooldown: 14
Mana Cost: ['80', '90', '100', '110']
Skywrath Mage sets off a long range shot that hits the closest hero within a long range. Upon impact, it deals damage and slows in an area of effect. Deals 75% damage to creeps.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '85', '90', '95']
Skywrath Mage uses his ultimate magical ability to conjure a precise and violent mystical field that lays waste to his adversaries. Deals massive damage distributed evenly among any Heroes in the area over 2 seconds.
Cooldown: ['60', '40', '20']
Mana Cost: ['300', '550', '800']
Skywrath Mage sets off a long range shot that hits the closest hero within a long range. Upon impact, it deals damage and slows in an area of effect. Deals 75% damage to creeps.
Cooldown: ['15', '14', '13', '12']
Mana Cost: ['80', '85', '90', '95']
Skywrath Mage seals the targeted unit with an ancient rune, silencing it and causing it to take additional damage from spells.
Cooldown: 14
Mana Cost: ['80', '90', '100', '110']
Skywrath Mage seals the targeted unit with an ancient rune, silencing it and causing it to take additional damage from spells.
Cooldown: 14
Mana Cost: ['80', '90', '100', '110']
Skywrath Mage seals the targeted unit with an ancient rune, silencing it and causing it to take additional damage from spells.
Cooldown: 14
Mana Cost: ['80', '90', '100', '110']
17
Consumes a charge to launch a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Reveals the targeted area. Shrapnel charges restore every 35 seconds.
Cooldown: 0
Mana Cost: 75
Sniper increases his accuracy, giving him a chance to deal extra damage and knock back his enemies. Knockback distance increases based on how close the enemy is to Sniper. Headshots briefly slow enemy movement and attack speed by -100%.
Consumes a charge to launch a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Reveals the targeted area. Shrapnel charges restore every 35 seconds.
Cooldown: 0
Mana Cost: 75
Sniper increases his accuracy, giving him a chance to deal extra damage and knock back his enemies. Knockback distance increases based on how close the enemy is to Sniper. Headshots briefly slow enemy movement and attack speed by -100%.
Consumes a charge to launch a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Reveals the targeted area. Shrapnel charges restore every 35 seconds.
Cooldown: 0
Mana Cost: 75
Sniper locks onto a target enemy unit and, after a short aiming duration, fires a devastating shot that deals Sniper's attack damage plus bonus damage at long range and mini-stuns the target. Whenever Sniper kills an enemy hero, Assassinate is refreshed.
Cooldown: ['20', '15', '10']
Mana Cost: 175
Consumes a charge to launch a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Reveals the targeted area. Shrapnel charges restore every 35 seconds.
Cooldown: 0
Mana Cost: 75
Sniper increases his accuracy, giving him a chance to deal extra damage and knock back his enemies. Knockback distance increases based on how close the enemy is to Sniper. Headshots briefly slow enemy movement and attack speed by -100%.
Sniper increases his accuracy, giving him a chance to deal extra damage and knock back his enemies. Knockback distance increases based on how close the enemy is to Sniper. Headshots briefly slow enemy movement and attack speed by -100%.
Increases armor, Headshot chance, and attack range. Slows you by 65% for the duration.
Cooldown: ['20', '18', '16', '14']
Mana Cost: 50
Sniper locks onto a target enemy unit and, after a short aiming duration, fires a devastating shot that deals Sniper's attack damage plus bonus damage at long range and mini-stuns the target. Whenever Sniper kills an enemy hero, Assassinate is refreshed.
Cooldown: ['20', '15', '10']
Mana Cost: 175
Increases armor, Headshot chance, and attack range. Slows you by 65% for the duration.
Cooldown: ['20', '18', '16', '14']
Mana Cost: 50
Increases armor, Headshot chance, and attack range. Slows you by 65% for the duration.
Cooldown: ['20', '18', '16', '14']
Mana Cost: 50
Increases armor, Headshot chance, and attack range. Slows you by 65% for the duration.
Cooldown: ['20', '18', '16', '14']
Mana Cost: 50
12
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']
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Cooldown: ['13', '10', '7', '4']
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Cooldown: ['13', '10', '7', '4']
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Cooldown: ['13', '10', '7', '4']
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']
17
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']
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 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
19
Clinkz throws a projectile filled with tar at the target enemy, dealing Magic damage on impact. After impact, the tar spills onto the ground and stays there for 5 seconds. Any enemy that walks across it gets slowed, and attacks from Clinkz or his Skeleton Archers will deal bonus physical damage. When the Tar Bomb hits, any Skeleton Archers within attack range will attack the target.
Cooldown: ['7', '6', '5', '4']
Mana Cost: ['45', '50', '55', '60']
Clinkz consumes the target enemy creep or friendly Skeleton Archer and creates a Skeleton Archer in their place, healing and gaining max health. Does not take Clinkz out of Skeleton Walk. Only one archer can be summoned from Death Pact at a time.
Cooldown: 0
Mana Cost: 60
Clinkz throws a projectile filled with tar at the target enemy, dealing Magic damage on impact. After impact, the tar spills onto the ground and stays there for 5 seconds. Any enemy that walks across it gets slowed, and attacks from Clinkz or his Skeleton Archers will deal bonus physical damage. When the Tar Bomb hits, any Skeleton Archers within attack range will attack the target.
Cooldown: ['7', '6', '5', '4']
Mana Cost: ['45', '50', '55', '60']
Clinkz consumes the target enemy creep or friendly Skeleton Archer and creates a Skeleton Archer in their place, healing and gaining max health. Does not take Clinkz out of Skeleton Walk. Only one archer can be summoned from Death Pact at a time.
Cooldown: 0
Mana Cost: 60
Clinkz consumes the target enemy creep or friendly Skeleton Archer and creates a Skeleton Archer in their place, healing and gaining max health. Does not take Clinkz out of Skeleton Walk. Only one archer can be summoned from Death Pact at a time.
Cooldown: 0
Mana Cost: 60
Clinkz moves invisibly through units until the moment he attacks or uses items. Leaving Skeleton Walk creates Skeleton Archers.
Cooldown: ['24', '21', '18']
Mana Cost: ['80', '105', '130']
Clinkz throws a projectile filled with tar at the target enemy, dealing Magic damage on impact. After impact, the tar spills onto the ground and stays there for 5 seconds. Any enemy that walks across it gets slowed, and attacks from Clinkz or his Skeleton Archers will deal bonus physical damage. When the Tar Bomb hits, any Skeleton Archers within attack range will attack the target.
Cooldown: ['7', '6', '5', '4']
Mana Cost: ['45', '50', '55', '60']
Clinkz throws a projectile filled with tar at the target enemy, dealing Magic damage on impact. After impact, the tar spills onto the ground and stays there for 5 seconds. Any enemy that walks across it gets slowed, and attacks from Clinkz or his Skeleton Archers will deal bonus physical damage. When the Tar Bomb hits, any Skeleton Archers within attack range will attack the target.
Cooldown: ['7', '6', '5', '4']
Mana Cost: ['45', '50', '55', '60']
Clinkz gains attack speed and has bonus attack range. Any current Skeleton Archers within a 1200 radius of Clinkz also gain bonus attack range and 60% of the attack speed bonus. Casting Strafe does not break Skeleton Walk invisibility.
Cooldown: ['30', '25', '20', '15']
Mana Cost: ['60', '70', '80', '90']
Clinkz gains attack speed and has bonus attack range. Any current Skeleton Archers within a 1200 radius of Clinkz also gain bonus attack range and 60% of the attack speed bonus. Casting Strafe does not break Skeleton Walk invisibility.
Cooldown: ['30', '25', '20', '15']
Mana Cost: ['60', '70', '80', '90']
Clinkz moves invisibly through units until the moment he attacks or uses items. Leaving Skeleton Walk creates Skeleton Archers.
Cooldown: ['24', '21', '18']
Mana Cost: ['80', '105', '130']
Clinkz gains attack speed and has bonus attack range. Any current Skeleton Archers within a 1200 radius of Clinkz also gain bonus attack range and 60% of the attack speed bonus. Casting Strafe does not break Skeleton Walk invisibility.
Cooldown: ['30', '25', '20', '15']
Mana Cost: ['60', '70', '80', '90']
Clinkz gains attack speed and has bonus attack range. Any current Skeleton Archers within a 1200 radius of Clinkz also gain bonus attack range and 60% of the attack speed bonus. Casting Strafe does not break Skeleton Walk invisibility.
Cooldown: ['30', '25', '20', '15']
Mana Cost: ['60', '70', '80', '90']
Clinkz consumes the target enemy creep or friendly Skeleton Archer and creates a Skeleton Archer in their place, healing and gaining max health. Does not take Clinkz out of Skeleton Walk. Only one archer can be summoned from Death Pact at a time.
Cooldown: 0
Mana Cost: 60
Clinkz moves invisibly through units until the moment he attacks or uses items. Leaving Skeleton Walk creates Skeleton Archers.
Cooldown: ['24', '21', '18']
Mana Cost: ['80', '105', '130']
14
Fires a magic missile at an enemy unit, stunning and dealing damage.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['90', '95', '100', '105']
Vengeful Spirit's presence increases the damage of nearby friendly heroes.
Vengeful Spirit lets loose a wicked cry, weakening the total attack damage and armor of enemies, and giving vision of the path ahead.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 40
Vengeful Spirit lets loose a wicked cry, weakening the total attack damage and armor of enemies, and giving vision of the path ahead.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 40
Vengeful Spirit lets loose a wicked cry, weakening the total attack damage and armor of enemies, and giving vision of the path ahead.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 40
Instantaneously swaps positions with a target Hero, friend or enemy. Nether Swap interrupts channeling abilities on the target. Enemy Swapped units take damage. Vengeful Spirit and allied swapped units gain a barrier equal to the damage dealt.
Cooldown: ['46', '38', '30']
Mana Cost: ['100', '150', '200']
Vengeful Spirit lets loose a wicked cry, weakening the total attack damage and armor of enemies, and giving vision of the path ahead.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 40
Fires a magic missile at an enemy unit, stunning and dealing damage.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['90', '95', '100', '105']
Fires a magic missile at an enemy unit, stunning and dealing damage.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['90', '95', '100', '105']
Vengeful Spirit's presence increases the damage of nearby friendly heroes.
Instantaneously swaps positions with a target Hero, friend or enemy. Nether Swap interrupts channeling abilities on the target. Enemy Swapped units take damage. Vengeful Spirit and allied swapped units gain a barrier equal to the damage dealt.
Cooldown: ['46', '38', '30']
Mana Cost: ['100', '150', '200']
Fires a magic missile at an enemy unit, stunning and dealing damage.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['90', '95', '100', '105']
Vengeful Spirit's presence increases the damage of nearby friendly heroes.
18
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
18
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%.
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
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
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']
19
Passively grants Lifestealer Movement and Attack Speed.
Lifestealer rends an enemy unit, slowing the victim's movement speed and allowing all allies to regain health for a percentage of the damage they deal to that unit. All damage dealt will steal life, including damage from spells. The victim recovers movement speed over the duration.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 75
Passively grants Lifestealer Movement and Attack Speed.
Launch into a maddened rage, becoming Debuff Immune and increasing magic resistance. DISPEL TYPE: Basic Dispel
Cooldown: ['20', '19', '18', '17']
Mana Cost: ['80', '100', '120', '140']
Passively grants Lifestealer Movement and Attack Speed.
Lifestealer infests the body of a target unit, becoming undetectable, and healing for a portion of his max hitpoints every second while inside. He can then explode from the host body, dealing damage to nearby enemies. If the infested unit is an enemy creep or a neutral creep, he can take control of the unit's ability to move and attack. Does not work on enemy heroes. DISPEL TYPE: Basic Dispel
Cooldown: ['80', '65', '50']
Mana Cost: ['100', '125', '150']
Passively grants Lifestealer Movement and Attack Speed.
Launch into a maddened rage, becoming Debuff Immune and increasing magic resistance. DISPEL TYPE: Basic Dispel
Cooldown: ['20', '19', '18', '17']
Mana Cost: ['80', '100', '120', '140']
Lifestealer rends an enemy unit, slowing the victim's movement speed and allowing all allies to regain health for a percentage of the damage they deal to that unit. All damage dealt will steal life, including damage from spells. The victim recovers movement speed over the duration.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 75
Lifestealer rends an enemy unit, slowing the victim's movement speed and allowing all allies to regain health for a percentage of the damage they deal to that unit. All damage dealt will steal life, including damage from spells. The victim recovers movement speed over the duration.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 75
Lifestealer rends an enemy unit, slowing the victim's movement speed and allowing all allies to regain health for a percentage of the damage they deal to that unit. All damage dealt will steal life, including damage from spells. The victim recovers movement speed over the duration.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 75
Lifestealer infests the body of a target unit, becoming undetectable, and healing for a portion of his max hitpoints every second while inside. He can then explode from the host body, dealing damage to nearby enemies. If the infested unit is an enemy creep or a neutral creep, he can take control of the unit's ability to move and attack. Does not work on enemy heroes. DISPEL TYPE: Basic Dispel
Cooldown: ['80', '65', '50']
Mana Cost: ['100', '125', '150']
Launch into a maddened rage, becoming Debuff Immune and increasing magic resistance. DISPEL TYPE: Basic Dispel
Cooldown: ['20', '19', '18', '17']
Mana Cost: ['80', '100', '120', '140']
Launch into a maddened rage, becoming Debuff Immune and increasing magic resistance. DISPEL TYPE: Basic Dispel
Cooldown: ['20', '19', '18', '17']
Mana Cost: ['80', '100', '120', '140']
Lifestealer infests the body of a target unit, becoming undetectable, and healing for a portion of his max hitpoints every second while inside. He can then explode from the host body, dealing damage to nearby enemies. If the infested unit is an enemy creep or a neutral creep, he can take control of the unit's ability to move and attack. Does not work on enemy heroes. DISPEL TYPE: Basic Dispel
Cooldown: ['80', '65', '50']
Mana Cost: ['100', '125', '150']