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10
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 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 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
22
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 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']
The life blood of the Dragon improves Dragon Knight's attacks. When in Dragon form, these attack effects are stronger.
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
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.
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
14
Spins a large web that grants Broodmother a passive movement speed increase and increases her Turn Rate, while in its vicinity, as well as giving free movement. Spin Web charges restore every 27 seconds, with a max of 4 charges. Spin Web can be cast from anywhere as long as the new web touches an existing web. Webs never expire, and can be manually destroyed. When the maximum limit of webs is exceeded, the oldest web disappears.
Cooldown: 0
Mana Cost: 40
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.
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.
Spins a large web that grants Broodmother a passive movement speed increase and increases her Turn Rate, while in its vicinity, as well as giving free movement. Spin Web charges restore every 27 seconds, with a max of 4 charges. Spin Web can be cast from anywhere as long as the new web touches an existing web. Webs never expire, and can be manually destroyed. When the maximum limit of webs is exceeded, the oldest web disappears.
Cooldown: 0
Mana Cost: 40
Broodmother injects her young into an enemy unit, dealing damage and slowing them for 4 seconds. The spiderlings will hatch if the target is killed while under this influence.
Cooldown: ['9', '8', '7']
Mana Cost: 100
A violent lust for vital fluids increases Broodmother's attack damage and gives her a vampiric attack. Lifesteal from creeps is reduced by 40%.
Cooldown: ['45', '40', '35', '30']
Mana Cost: 80
Spins a large web that grants Broodmother a passive movement speed increase and increases her Turn Rate, while in its vicinity, as well as giving free movement. Spin Web charges restore every 27 seconds, with a max of 4 charges. Spin Web can be cast from anywhere as long as the new web touches an existing web. Webs never expire, and can be manually destroyed. When the maximum limit of webs is exceeded, the oldest web disappears.
Cooldown: 0
Mana Cost: 40
Broodmother'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
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
17
Wraith King sears an enemy unit with spectral fire, dealing damage and stunning, then dealing damage over time and slowing the target.
Cooldown: ['17', '14', '11', '8']
Mana Cost: ['95', '110', '125', '140']
Wraith King passively deals bonus damage on an attack with a cooldown.
Cooldown: ['6', '5.5', '5', '4.5']
Curses units that Wraith King attacks, dealing a flat amount of damage and a percentage of the attack damage again after a delay. Vampiric Spirit's lifesteal applies to the curse damage and a unit cannot be cursed again for a short period of time.
Wraith King passively deals bonus damage on an attack with a cooldown.
Cooldown: ['6', '5.5', '5', '4.5']
Wraith King passively deals bonus damage on an attack with a cooldown.
Cooldown: ['6', '5.5', '5', '4.5']
Wraith King's form regroups after death, allowing him to resurrect when killed in battle. Upon death, enemy units in a 900 radius are slowed. Can be self-cast to kill Wraith King instantly.
Cooldown: ['180', '150', '120']
Mana Cost: 200
Wraith King passively deals bonus damage on an attack with a cooldown.
Cooldown: ['6', '5.5', '5', '4.5']
Curses units that Wraith King attacks, dealing a flat amount of damage and a percentage of the attack damage again after a delay. Vampiric Spirit's lifesteal applies to the curse damage and a unit cannot be cursed again for a short period of time.
Curses units that Wraith King attacks, dealing a flat amount of damage and a percentage of the attack damage again after a delay. Vampiric Spirit's lifesteal applies to the curse damage and a unit cannot be cursed again for a short period of time.
Curses units that Wraith King attacks, dealing a flat amount of damage and a percentage of the attack damage again after a delay. Vampiric Spirit's lifesteal applies to the curse damage and a unit cannot be cursed again for a short period of time.
Wraith King sears an enemy unit with spectral fire, dealing damage and stunning, then dealing damage over time and slowing the target.
Cooldown: ['17', '14', '11', '8']
Mana Cost: ['95', '110', '125', '140']
Wraith King's form regroups after death, allowing him to resurrect when killed in battle. Upon death, enemy units in a 900 radius are slowed. Can be self-cast to kill Wraith King instantly.
Cooldown: ['180', '150', '120']
Mana Cost: 200
Wraith King sears an enemy unit with spectral fire, dealing damage and stunning, then dealing damage over time and slowing the target.
Cooldown: ['17', '14', '11', '8']
Mana Cost: ['95', '110', '125', '140']
Wraith King sears an enemy unit with spectral fire, dealing damage and stunning, then dealing damage over time and slowing the target.
Cooldown: ['17', '14', '11', '8']
Mana Cost: ['95', '110', '125', '140']
15
Enhances Ancient Apparition's attack with increased range and heavy magic damage. Applies a Death Rime Stack that lasts for 4 seconds. Additionally applies a 100% slow for 0.7 seconds.
Cooldown: ['12', '9', '6', '3']
Mana Cost: ['45', '50', '55', '60']
Places Death Rime Stacks on an enemy that can be dispelled by moving away from the initial cast point. If the enemy unit doesn't move outside of the given range, it will be stunned and frozen in place after 4 seconds.
Cooldown: ['15', '13', '11', '9']
Mana Cost: ['110', '115', '120', '125']
Enhances Ancient Apparition's attack with increased range and heavy magic damage. Applies a Death Rime Stack that lasts for 4 seconds. Additionally applies a 100% slow for 0.7 seconds.
Cooldown: ['12', '9', '6', '3']
Mana Cost: ['45', '50', '55', '60']
Creates a vortex of icy energy that applies Death Rime Stacks and increases magic damage done to enemies in its range.
Cooldown: ['10', '8', '6', '4']
Mana Cost: ['40', '50', '60', '70']
Creates a vortex of icy energy that applies Death Rime Stacks and increases magic damage done to enemies in its range.
Cooldown: ['10', '8', '6', '4']
Mana Cost: ['40', '50', '60', '70']
Launches a tracer toward any location on the battlefield, which must be triggered again to mark the area to be blasted by a damaging explosion of hail. The further the tracer travels, the larger the explosion will be. Enemies caught in the explosion, or who touch the icy ball of hail as it travels, are Frostbitten, gaining Death Rime Stacks and prevented from regenerating or healing. If a Frostbitten unit's health drops below a certain percentage, they will instantly shatter.
Cooldown: ['60', '50', '40']
Mana Cost: 175
Creates a vortex of icy energy that applies Death Rime Stacks and increases magic damage done to enemies in its range.
Cooldown: ['10', '8', '6', '4']
Mana Cost: ['40', '50', '60', '70']
Creates a vortex of icy energy that applies Death Rime Stacks and increases magic damage done to enemies in its range.
Cooldown: ['10', '8', '6', '4']
Mana Cost: ['40', '50', '60', '70']
Enhances Ancient Apparition's attack with increased range and heavy magic damage. Applies a Death Rime Stack that lasts for 4 seconds. Additionally applies a 100% slow for 0.7 seconds.
Cooldown: ['12', '9', '6', '3']
Mana Cost: ['45', '50', '55', '60']
Enhances Ancient Apparition's attack with increased range and heavy magic damage. Applies a Death Rime Stack that lasts for 4 seconds. Additionally applies a 100% slow for 0.7 seconds.
Cooldown: ['12', '9', '6', '3']
Mana Cost: ['45', '50', '55', '60']
Places Death Rime Stacks on an enemy that can be dispelled by moving away from the initial cast point. If the enemy unit doesn't move outside of the given range, it will be stunned and frozen in place after 4 seconds.
Cooldown: ['15', '13', '11', '9']
Mana Cost: ['110', '115', '120', '125']
Launches a tracer toward any location on the battlefield, which must be triggered again to mark the area to be blasted by a damaging explosion of hail. The further the tracer travels, the larger the explosion will be. Enemies caught in the explosion, or who touch the icy ball of hail as it travels, are Frostbitten, gaining Death Rime Stacks and prevented from regenerating or healing. If a Frostbitten unit's health drops below a certain percentage, they will instantly shatter.
Cooldown: ['60', '50', '40']
Mana Cost: 175
Places Death Rime Stacks on an enemy that can be dispelled by moving away from the initial cast point. If the enemy unit doesn't move outside of the given range, it will be stunned and frozen in place after 4 seconds.
Cooldown: ['15', '13', '11', '9']
Mana Cost: ['110', '115', '120', '125']
16
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
20
Adds a freezing effect to Drow's attacks, slowing enemy movement and dealing bonus damage. Slow lasts 1.5 seconds.
Cooldown: 0
Mana Cost: ['9', '10', '11', '12']
CHANNELED - Drow releases a flurry of arrows in continuous salvos, hitting enemies for extra damage and applying Frost Arrows. Lasts up to 1.75 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['50', '70', '90', '110']
Adds a freezing effect to Drow's attacks, slowing enemy movement and dealing bonus damage. Slow lasts 1.5 seconds.
Cooldown: 0
Mana Cost: ['9', '10', '11', '12']
CHANNELED - Drow releases a flurry of arrows in continuous salvos, hitting enemies for extra damage and applying Frost Arrows. Lasts up to 1.75 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['50', '70', '90', '110']
CHANNELED - Drow releases a flurry of arrows in continuous salvos, hitting enemies for extra damage and applying Frost Arrows. Lasts up to 1.75 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['50', '70', '90', '110']
Drow's experiences in battle grant her a chance to launch arrows with incredible accuracy and effectiveness. Pierces through the enemy's defenses, ignoring their base armor. This ability is disabled if there is an enemy hero within 400 range.
Releases a wave that silences and knocks back and reveals invisible enemy units. Knockback distance is relative to how close they are to Drow.
Cooldown: ['19', '17', '15', '13']
Mana Cost: 70
CHANNELED - Drow releases a flurry of arrows in continuous salvos, hitting enemies for extra damage and applying Frost Arrows. Lasts up to 1.75 seconds.
Cooldown: ['24', '21', '18', '15']
Mana Cost: ['50', '70', '90', '110']
Adds a freezing effect to Drow's attacks, slowing enemy movement and dealing bonus damage. Slow lasts 1.5 seconds.
Cooldown: 0
Mana Cost: ['9', '10', '11', '12']
Adds a freezing effect to Drow's attacks, slowing enemy movement and dealing bonus damage. Slow lasts 1.5 seconds.
Cooldown: 0
Mana Cost: ['9', '10', '11', '12']
Drow's experiences in battle grant her a chance to launch arrows with incredible accuracy and effectiveness. Pierces through the enemy's defenses, ignoring their base armor. This ability is disabled if there is an enemy hero within 400 range.
Releases a wave that silences and knocks back and reveals invisible enemy units. Knockback distance is relative to how close they are to Drow.
Cooldown: ['19', '17', '15', '13']
Mana Cost: 70
Releases a wave that silences and knocks back and reveals invisible enemy units. Knockback distance is relative to how close they are to Drow.
Cooldown: ['19', '17', '15', '13']
Mana Cost: 70
Releases a wave that silences and knocks back and reveals invisible enemy units. Knockback distance is relative to how close they are to Drow.
Cooldown: ['19', '17', '15', '13']
Mana Cost: 70
Drow's experiences in battle grant her a chance to launch arrows with incredible accuracy and effectiveness. Pierces through the enemy's defenses, ignoring their base armor. This ability is disabled if there is an enemy hero within 400 range.
18
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it. Healing to creeps is reduced by 50%.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['80', '90', '100', '110']
Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Vines deal 50% more damage if they touch a tree. Does half damage to creeps.
Cooldown: ['20', '19', '18', '17']
Mana Cost: 90
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it. Healing to creeps is reduced by 50%.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['80', '90', '100', '110']
Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Vines deal 50% more damage if they touch a tree. Does half damage to creeps.
Cooldown: ['20', '19', '18', '17']
Mana Cost: 90
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it. Healing to creeps is reduced by 50%.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['80', '90', '100', '110']
Summons an overgrowth of vines and branches around Treant that deal damage to afflicted enemies and prevent them from moving, blinking, going invisible, or attacking.
Cooldown: ['120', '110', '100']
Mana Cost: ['200', '250', '300']
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it. Healing to creeps is reduced by 50%.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['80', '90', '100', '110']
Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Vines deal 50% more damage if they touch a tree. Does half damage to creeps.
Cooldown: ['20', '19', '18', '17']
Mana Cost: 90
Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Vines deal 50% more damage if they touch a tree. Does half damage to creeps.
Cooldown: ['20', '19', '18', '17']
Mana Cost: 90
Infuses the target hero or structure with a protective coating which heals the target and provides bonus armor.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 55
Summons an overgrowth of vines and branches around Treant that deal damage to afflicted enemies and prevent them from moving, blinking, going invisible, or attacking.
Cooldown: ['120', '110', '100']
Mana Cost: ['200', '250', '300']
Infuses the target hero or structure with a protective coating which heals the target and provides bonus armor.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 55
Infuses the target hero or structure with a protective coating which heals the target and provides bonus armor.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 55
Infuses the target hero or structure with a protective coating which heals the target and provides bonus armor.
Cooldown: ['30', '25', '20', '15']
Mana Cost: 55
Summons an overgrowth of vines and branches around Treant that deal damage to afflicted enemies and prevent them from moving, blinking, going invisible, or attacking.
Cooldown: ['120', '110', '100']
Mana Cost: ['200', '250', '300']
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%.
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']
21
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 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'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
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 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 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 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