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14
Mars smashes enemies in front of him with his shield, knocking them back and damaging them with a critical hit based on his attack. Bonus damage is added when hitting heroes. Has True Strike.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 90
Mars throws his legendary Spear with deadly precision, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits a tree, building, or cliff, they will be impaled to it and stunned.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['100', '110', '120', '130']
Mars smashes enemies in front of him with his shield, knocking them back and damaging them with a critical hit based on his attack. Bonus damage is added when hitting heroes. Has True Strike.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 90
Mars throws his legendary Spear with deadly precision, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits a tree, building, or cliff, they will be impaled to it and stunned.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['100', '110', '120', '130']
Mars throws his legendary Spear with deadly precision, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits a tree, building, or cliff, they will be impaled to it and stunned.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['100', '110', '120', '130']
After a short formation time, Mars summons an arena lined with the undead warriors of the Ash Legion, who block enemy attacks and movement. Enemy heroes near the inside edge of the arena will be attacked by spears, dealing damage and knocking them back.
Cooldown: ['100', '95', '90']
Mana Cost: ['150', '200', '250']
Mars throws his legendary Spear with deadly precision, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits a tree, building, or cliff, they will be impaled to it and stunned.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['100', '110', '120', '130']
Mars smashes enemies in front of him with his shield, knocking them back and damaging them with a critical hit based on his attack. Bonus damage is added when hitting heroes. Has True Strike.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 90
Mars smashes enemies in front of him with his shield, knocking them back and damaging them with a critical hit based on his attack. Bonus damage is added when hitting heroes. Has True Strike.
Cooldown: ['16', '14', '12', '10']
Mana Cost: 90
Mars wields his massive shield to block a portion of each physical attack when hit from the front or sides. Can be toggled, granting phased movement, removing Mars's ability to attack, and locking the direction he is facing. When active, reduces movement speed and re-directs 70% of the attack projectiles aimed at Mars's allies towards Mars instead.
After a short formation time, Mars summons an arena lined with the undead warriors of the Ash Legion, who block enemy attacks and movement. Enemy heroes near the inside edge of the arena will be attacked by spears, dealing damage and knocking them back.
Cooldown: ['100', '95', '90']
Mana Cost: ['150', '200', '250']
Mars wields his massive shield to block a portion of each physical attack when hit from the front or sides. Can be toggled, granting phased movement, removing Mars's ability to attack, and locking the direction he is facing. When active, reduces movement speed and re-directs 70% of the attack projectiles aimed at Mars's allies towards Mars instead.
Mars wields his massive shield to block a portion of each physical attack when hit from the front or sides. Can be toggled, granting phased movement, removing Mars's ability to attack, and locking the direction he is facing. When active, reduces movement speed and re-directs 70% of the attack projectiles aimed at Mars's allies towards Mars instead.
17
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'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'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 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 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
11
Fires Hoodwink's attack with an acorn at the target unit. The acorn bounces to nearby targets, slowing them and dealing a percentage of Hoodwink's attack with bonus damage. If point targeted, a tree is created at the target position and the acorn will bounce to nearby targets. The ability may be placed on alt-cast to force this behavior.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['85', '90', '95', '100']
Tosses a net trap that stuns enemies if they are near a tree in the area. Affected enemies take damage over time and are pulled towards the tree nearest to them within the target area, and have their vision reduced to 0 for the duration of the stun.
Cooldown: 14
Mana Cost: ['90', '100', '110', '120']
Fires Hoodwink's attack with an acorn at the target unit. The acorn bounces to nearby targets, slowing them and dealing a percentage of Hoodwink's attack with bonus damage. If point targeted, a tree is created at the target position and the acorn will bounce to nearby targets. The ability may be placed on alt-cast to force this behavior.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['85', '90', '95', '100']
Hoodwink gains bonus movement speed, phased movement, and tree-walking for a brief time.
Cooldown: 0
Mana Cost: 35
Fires Hoodwink's attack with an acorn at the target unit. The acorn bounces to nearby targets, slowing them and dealing a percentage of Hoodwink's attack with bonus damage. If point targeted, a tree is created at the target position and the acorn will bounce to nearby targets. The ability may be placed on alt-cast to force this behavior.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['85', '90', '95', '100']
Hoodwink charges up and fires a deadly bolt from her crossbow, dealing heavy damage, break and slow to an enemy Hero. The damage and debuff duration scale up to max after 3 seconds, and the bolt is fired automatically after 5 seconds. Hoodwink is knocked backwards for a distance of 350 from the force of the shot. Creeps hit by the bolt are damaged for half the values.
Cooldown: 45
Mana Cost: ['100', '150', '200']
Fires Hoodwink's attack with an acorn at the target unit. The acorn bounces to nearby targets, slowing them and dealing a percentage of Hoodwink's attack with bonus damage. If point targeted, a tree is created at the target position and the acorn will bounce to nearby targets. The ability may be placed on alt-cast to force this behavior.
Cooldown: ['16', '14', '12', '10']
Mana Cost: ['85', '90', '95', '100']
Hoodwink gains bonus movement speed, phased movement, and tree-walking for a brief time.
Cooldown: 0
Mana Cost: 35
Hoodwink gains bonus movement speed, phased movement, and tree-walking for a brief time.
Cooldown: 0
Mana Cost: 35
Tosses a net trap that stuns enemies if they are near a tree in the area. Affected enemies take damage over time and are pulled towards the tree nearest to them within the target area, and have their vision reduced to 0 for the duration of the stun.
Cooldown: 14
Mana Cost: ['90', '100', '110', '120']
16
Ursa's claws dig deeper wounds in the enemy, causing consecutive attacks to the same enemy to deal more damage. If the same target is not attacked after 8 seconds, the bonus damage is lost.
Using his skill in combat, Ursa gains increased attack speed and slow resistance for a number of subsequent attacks.
Cooldown: ['12', '11', '10', '9']
Mana Cost: ['45', '50', '55', '60']
Ursa's claws dig deeper wounds in the enemy, causing consecutive attacks to the same enemy to deal more damage. If the same target is not attacked after 8 seconds, the bonus damage is lost.
Using his skill in combat, Ursa gains increased attack speed and slow resistance for a number of subsequent attacks.
Cooldown: ['12', '11', '10', '9']
Mana Cost: ['45', '50', '55', '60']
Ursa's claws dig deeper wounds in the enemy, causing consecutive attacks to the same enemy to deal more damage. If the same target is not attacked after 8 seconds, the bonus damage is lost.
Ursa goes into a frenzy, providing damage reduction and status resistance. Removes any existing debuffs. DISPEL TYPE: Strong Dispel
Cooldown: ['70', '50', '30']
Mana Cost: 0
Ursa's claws dig deeper wounds in the enemy, causing consecutive attacks to the same enemy to deal more damage. If the same target is not attacked after 8 seconds, the bonus damage is lost.
Using his skill in combat, Ursa gains increased attack speed and slow resistance for a number of subsequent attacks.
Cooldown: ['12', '11', '10', '9']
Mana Cost: ['45', '50', '55', '60']
Using his skill in combat, Ursa gains increased attack speed and slow resistance for a number of subsequent attacks.
Cooldown: ['12', '11', '10', '9']
Mana Cost: ['45', '50', '55', '60']
Ursa leaps forward 250 units and slams the earth, causing a powerful shock to damage and slow all enemy units in a nearby area for 4 seconds.
Cooldown: ['15', '13', '11', '9']
Mana Cost: 95
Ursa goes into a frenzy, providing damage reduction and status resistance. Removes any existing debuffs. DISPEL TYPE: Strong Dispel
Cooldown: ['70', '50', '30']
Mana Cost: 0
Ursa leaps forward 250 units and slams the earth, causing a powerful shock to damage and slow all enemy units in a nearby area for 4 seconds.
Cooldown: ['15', '13', '11', '9']
Mana Cost: 95
Ursa leaps forward 250 units and slams the earth, causing a powerful shock to damage and slow all enemy units in a nearby area for 4 seconds.
Cooldown: ['15', '13', '11', '9']
Mana Cost: 95
Ursa leaps forward 250 units and slams the earth, causing a powerful shock to damage and slow all enemy units in a nearby area for 4 seconds.
Cooldown: ['15', '13', '11', '9']
Mana Cost: 95
10
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
19
Huskar sets his spears aflame, dealing damage over time with his regular attack. Multiple attacks will stack additional damage. Each attack drains some of Huskar's health.
Cooldown: 0
Mana Cost: 0
Huskar's injuries feed his power, giving increased attack speed, magic resistance and health regen based on missing health. Health regen is a percentage of your strength.
Huskar's injuries feed his power, giving increased attack speed, magic resistance and health regen based on missing health. Health regen is a percentage of your strength.
Huskar sets his spears aflame, dealing damage over time with his regular attack. Multiple attacks will stack additional damage. Each attack drains some of Huskar's health.
Cooldown: 0
Mana Cost: 0
In a fiery rage, knocks all nearby enemies away from you to a fixed distance, dealing damage and silencing them.
Cooldown: ['17', '15', '13', '11']
Huskar draws upon his health to break an enemy's life, leaping at a target to shatter a percentage of that hero's current health and slow both their movement and attack speed. While leaping, Huskar is Debuff Immune and has 60% increased magic resistance. DISPEL TYPE: Basic Dispel
Cooldown: ['16', '14', '12']
Mana Cost: 0
Huskar's injuries feed his power, giving increased attack speed, magic resistance and health regen based on missing health. Health regen is a percentage of your strength.
Huskar's injuries feed his power, giving increased attack speed, magic resistance and health regen based on missing health. Health regen is a percentage of your strength.
Huskar sets his spears aflame, dealing damage over time with his regular attack. Multiple attacks will stack additional damage. Each attack drains some of Huskar's health.
Cooldown: 0
Mana Cost: 0
Huskar sets his spears aflame, dealing damage over time with his regular attack. Multiple attacks will stack additional damage. Each attack drains some of Huskar's health.
Cooldown: 0
Mana Cost: 0
In a fiery rage, knocks all nearby enemies away from you to a fixed distance, dealing damage and silencing them.
Cooldown: ['17', '15', '13', '11']
In a fiery rage, knocks all nearby enemies away from you to a fixed distance, dealing damage and silencing them.
Cooldown: ['17', '15', '13', '11']
In a fiery rage, knocks all nearby enemies away from you to a fixed distance, dealing damage and silencing them.
Cooldown: ['17', '15', '13', '11']
Huskar draws upon his health to break an enemy's life, leaping at a target to shatter a percentage of that hero's current health and slow both their movement and attack speed. While leaping, Huskar is Debuff Immune and has 60% increased magic resistance. DISPEL TYPE: Basic Dispel
Cooldown: ['16', '14', '12']
Mana Cost: 0
Huskar draws upon his health to break an enemy's life, leaping at a target to shatter a percentage of that hero's current health and slow both their movement and attack speed. While leaping, Huskar is Debuff Immune and has 60% increased magic resistance. DISPEL TYPE: Basic Dispel
Cooldown: ['16', '14', '12']
Mana Cost: 0
15
The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies.
Cooldown: ['7.5', '7', '6.5', '6']
Mana Cost: 120
Short distance teleportation that allows Queen of Pain to move in and out of combat.
Cooldown: ['12', '10', '8', '6']
Mana Cost: 65
The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies.
Cooldown: ['7.5', '7', '6.5', '6']
Mana Cost: 120
Short distance teleportation that allows Queen of Pain to move in and out of combat.
Cooldown: ['12', '10', '8', '6']
Mana Cost: 65
The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies.
Cooldown: ['7.5', '7', '6.5', '6']
Mana Cost: 120
Creates a gigantic wave of sound in front of Queen of Pain, dealing heavy damage to all enemy units in its wake and pushing them back.
Cooldown: ['110', '95', '80']
Mana Cost: ['250', '400', '550']
The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies.
Cooldown: ['7.5', '7', '6.5', '6']
Mana Cost: 120
Short distance teleportation that allows Queen of Pain to move in and out of combat.
Cooldown: ['12', '10', '8', '6']
Mana Cost: 65
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for 16 seconds. An instance of damage is dealt every 3 seconds.
Cooldown: ['13', '10', '7', '4']
Mana Cost: ['100', '110', '120', '130']
Short distance teleportation that allows Queen of Pain to move in and out of combat.
Cooldown: ['12', '10', '8', '6']
Mana Cost: 65
Creates a gigantic wave of sound in front of Queen of Pain, dealing heavy damage to all enemy units in its wake and pushing them back.
Cooldown: ['110', '95', '80']
Mana Cost: ['250', '400', '550']
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for 16 seconds. An instance of damage is dealt every 3 seconds.
Cooldown: ['13', '10', '7', '4']
Mana Cost: ['100', '110', '120', '130']
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for 16 seconds. An instance of damage is dealt every 3 seconds.
Cooldown: ['13', '10', '7', '4']
Mana Cost: ['100', '110', '120', '130']
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for 16 seconds. An instance of damage is dealt every 3 seconds.
Cooldown: ['13', '10', '7', '4']
Mana Cost: ['100', '110', '120', '130']
11
Undying steals strength from all enemy heroes in an area, dealing base damage as he claims the enemy's strength for himself. Deals 2x damage to creeps.
Cooldown: ['13', '10', '7', '4']
Mana Cost: 100
Summons a tombstone at the target point. Zombies will frequently spawn next to every enemy unit in the area around the Tombstone, and attack them. Zombies have the Deathlust ability, which causes their attacks to slow the target, and if the target reaches below a certain amount of health, increases the attack and movement speed of the zombie.
Cooldown: 80
Mana Cost: ['125', '150', '175', '200']
Undying steals strength from all enemy heroes in an area, dealing base damage as he claims the enemy's strength for himself. Deals 2x damage to creeps.
Cooldown: ['13', '10', '7', '4']
Mana Cost: 100
Summons a tombstone at the target point. Zombies will frequently spawn next to every enemy unit in the area around the Tombstone, and attack them. Zombies have the Deathlust ability, which causes their attacks to slow the target, and if the target reaches below a certain amount of health, increases the attack and movement speed of the zombie.
Cooldown: 80
Mana Cost: ['125', '150', '175', '200']
Summons a tombstone at the target point. Zombies will frequently spawn next to every enemy unit in the area around the Tombstone, and attack them. Zombies have the Deathlust ability, which causes their attacks to slow the target, and if the target reaches below a certain amount of health, increases the attack and movement speed of the zombie.
Cooldown: 80
Mana Cost: ['125', '150', '175', '200']
Undying transforms into a horrifying flesh golem. Gains a percentage increase to strength and imbues attacks with a slow and damage amplification.
Cooldown: 140
Mana Cost: ['100', '125', '150']
Undying steals strength from all enemy heroes in an area, dealing base damage as he claims the enemy's strength for himself. Deals 2x damage to creeps.
Cooldown: ['13', '10', '7', '4']
Mana Cost: 100
Undying steals strength from all enemy heroes in an area, dealing base damage as he claims the enemy's strength for himself. Deals 2x damage to creeps.
Cooldown: ['13', '10', '7', '4']
Mana Cost: 100
Summons a tombstone at the target point. Zombies will frequently spawn next to every enemy unit in the area around the Tombstone, and attack them. Zombies have the Deathlust ability, which causes their attacks to slow the target, and if the target reaches below a certain amount of health, increases the attack and movement speed of the zombie.
Cooldown: 80
Mana Cost: ['125', '150', '175', '200']
Undying rips health away from all nearby units and uses it to heal an ally, or damage an enemy. Soul Rip can also be used to heal Tombstone.
Cooldown: ['18', '14', '10', '6']
Mana Cost: 100
18
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.
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.
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']
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']
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']
14
Releases a cone of poison that strikes multiple enemy units. Deals damage over time and slows the targets. Anytime the targets get attacked by Dazzle, the debuff duration is refreshed and slow is increased.
Cooldown: ['27', '23', '19', '15']
Mana Cost: ['125', '130', '135', '140']
Sends out a bolt of power that arcs between allies, healing them while damaging any enemy units standing nearby. Dazzle is always healed by Shadow Wave.
Cooldown: ['12', '11', '10', '9']
Mana Cost: 75
Sends out a bolt of power that arcs between allies, healing them while damaging any enemy units standing nearby. Dazzle is always healed by Shadow Wave.
Cooldown: ['12', '11', '10', '9']
Mana Cost: 75
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection. Healing on that ally is also amplified for the duration based on the hero's HP.
Cooldown: ['36', '30', '24', '18']
Mana Cost: ['90', '100', '110', '120']
Sends out a bolt of power that arcs between allies, healing them while damaging any enemy units standing nearby. Dazzle is always healed by Shadow Wave.
Cooldown: ['12', '11', '10', '9']
Mana Cost: 75
Decreases the remaining cooldown of all other abilities. Casting Bad Juju temporarily increases its health cost.
Cooldown: 3
Sends out a bolt of power that arcs between allies, healing them while damaging any enemy units standing nearby. Dazzle is always healed by Shadow Wave.
Cooldown: ['12', '11', '10', '9']
Mana Cost: 75
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection. Healing on that ally is also amplified for the duration based on the hero's HP.
Cooldown: ['36', '30', '24', '18']
Mana Cost: ['90', '100', '110', '120']
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection. Healing on that ally is also amplified for the duration based on the hero's HP.
Cooldown: ['36', '30', '24', '18']
Mana Cost: ['90', '100', '110', '120']
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection. Healing on that ally is also amplified for the duration based on the hero's HP.
Cooldown: ['36', '30', '24', '18']
Mana Cost: ['90', '100', '110', '120']
Releases a cone of poison that strikes multiple enemy units. Deals damage over time and slows the targets. Anytime the targets get attacked by Dazzle, the debuff duration is refreshed and slow is increased.
Cooldown: ['27', '23', '19', '15']
Mana Cost: ['125', '130', '135', '140']
Decreases the remaining cooldown of all other abilities. Casting Bad Juju temporarily increases its health cost.
Cooldown: 3
Releases a cone of poison that strikes multiple enemy units. Deals damage over time and slows the targets. Anytime the targets get attacked by Dazzle, the debuff duration is refreshed and slow is increased.
Cooldown: ['27', '23', '19', '15']
Mana Cost: ['125', '130', '135', '140']
Releases a cone of poison that strikes multiple enemy units. Deals damage over time and slows the targets. Anytime the targets get attacked by Dazzle, the debuff duration is refreshed and slow is increased.
Cooldown: ['27', '23', '19', '15']
Mana Cost: ['125', '130', '135', '140']