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17
Creates a charged link between Razor and an enemy Hero, stealing damage from the target and giving it to Razor. Allows Razor to attack while moving with the link active.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 65
Releases a wave of energetic plasma that grows in power as it expands, but also zaps on contraction, slowing and dealing damage to enemy units caught in its path. Damage and slow increases with distance from Razor. The Plasma Field hits each unit twice, once each direction.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 125
Releases a wave of energetic plasma that grows in power as it expands, but also zaps on contraction, slowing and dealing damage to enemy units caught in its path. Damage and slow increases with distance from Razor. The Plasma Field hits each unit twice, once each direction.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 125
Creates a charged link between Razor and an enemy Hero, stealing damage from the target and giving it to Razor. Allows Razor to attack while moving with the link active.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 65
Releases a wave of energetic plasma that grows in power as it expands, but also zaps on contraction, slowing and dealing damage to enemy units caught in its path. Damage and slow increases with distance from Razor. The Plasma Field hits each unit twice, once each direction.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 125
A powerful lightning storm strikes out at the enemy unit with the lowest health, dealing damage and reducing armor.
Cooldown: ['80', '70', '60']
Mana Cost: ['100', '150', '200']
Releases a wave of energetic plasma that grows in power as it expands, but also zaps on contraction, slowing and dealing damage to enemy units caught in its path. Damage and slow increases with distance from Razor. The Plasma Field hits each unit twice, once each direction.
Cooldown: ['13', '12', '11', '10']
Mana Cost: 125
There's a chance when attacked, and always when targeted with a spell, to release a forked lightning that strikes the target and other nearby enemies, prioritizing the unit type of the attacker, dealing damage and slowing movement speed.
Creates a charged link between Razor and an enemy Hero, stealing damage from the target and giving it to Razor. Allows Razor to attack while moving with the link active.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 65
Creates a charged link between Razor and an enemy Hero, stealing damage from the target and giving it to Razor. Allows Razor to attack while moving with the link active.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 65
A powerful lightning storm strikes out at the enemy unit with the lowest health, dealing damage and reducing armor.
Cooldown: ['80', '70', '60']
Mana Cost: ['100', '150', '200']
There's a chance when attacked, and always when targeted with a spell, to release a forked lightning that strikes the target and other nearby enemies, prioritizing the unit type of the attacker, dealing damage and slowing movement speed.
There's a chance when attacked, and always when targeted with a spell, to release a forked lightning that strikes the target and other nearby enemies, prioritizing the unit type of the attacker, dealing damage and slowing movement speed.
There's a chance when attacked, and always when targeted with a spell, to release a forked lightning that strikes the target and other nearby enemies, prioritizing the unit type of the attacker, dealing damage and slowing movement speed.
14
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cooldown: ['18', '17', '16', '15']
Mana Cost: ['120', '130', '140', '150']
Empowers Earthshaker's totem, causing it to deal extra damage and have 100 bonus attack range on the next attack.
Cooldown: 5
Mana Cost: ['45', '50', '55', '60']
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cooldown: ['18', '17', '16', '15']
Mana Cost: ['120', '130', '140', '150']
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
Cooldown: ['130', '120', '110']
Mana Cost: ['150', '200', '250']
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cooldown: ['18', '17', '16', '15']
Mana Cost: ['120', '130', '140', '150']
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cooldown: ['18', '17', '16', '15']
Mana Cost: ['120', '130', '140', '150']
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
Cooldown: ['130', '120', '110']
Mana Cost: ['150', '200', '250']
Empowers Earthshaker's totem, causing it to deal extra damage and have 100 bonus attack range on the next attack.
Cooldown: 5
Mana Cost: ['45', '50', '55', '60']
Empowers Earthshaker's totem, causing it to deal extra damage and have 100 bonus attack range on the next attack.
Cooldown: 5
Mana Cost: ['45', '50', '55', '60']
19
Timbersaw whirls extremely sharp edges, damaging enemies and destroying trees around him in an area. If an enemy hero is affected, it loses some of its primary attribute for a short duration. Whirling Death will deal bonus damage per tree destroyed.
Cooldown: ['7.5', '7', '6.5', '6']
Mana Cost: 100
Timbersaw fires a chain that embeds itself in the first tree it hits, pulling him towards it. Any enemy in the path takes damage.
Cooldown: 4
Mana Cost: ['60', '70', '80', '90']
Timbersaw fires a chain that embeds itself in the first tree it hits, pulling him towards it. Any enemy in the path takes damage.
Cooldown: 4
Mana Cost: ['60', '70', '80', '90']
Timbersaw whirls extremely sharp edges, damaging enemies and destroying trees around him in an area. If an enemy hero is affected, it loses some of its primary attribute for a short duration. Whirling Death will deal bonus damage per tree destroyed.
Cooldown: ['7.5', '7', '6.5', '6']
Mana Cost: 100
Timbersaw whirls extremely sharp edges, damaging enemies and destroying trees around him in an area. If an enemy hero is affected, it loses some of its primary attribute for a short duration. Whirling Death will deal bonus damage per tree destroyed.
Cooldown: ['7.5', '7', '6.5', '6']
Mana Cost: 100
Fires Timbersaw's main saw blade at the target location where it will spin in place, dealing damage in an area around it. Enemies caught in the saw blade will move more slowly for every 5% of health missing. The blade deals damage and cuts down trees in its path when fired and retracted. While active the ability costs mana, and Timbersaw loses the ability to attack.
Cooldown: 8
Mana Cost: ['75', '125', '175']
Timbersaw whirls extremely sharp edges, damaging enemies and destroying trees around him in an area. If an enemy hero is affected, it loses some of its primary attribute for a short duration. Whirling Death will deal bonus damage per tree destroyed.
Cooldown: ['7.5', '7', '6.5', '6']
Mana Cost: 100
Timbersaw fires a chain that embeds itself in the first tree it hits, pulling him towards it. Any enemy in the path takes damage.
Cooldown: 4
Mana Cost: ['60', '70', '80', '90']
Timbersaw fires a chain that embeds itself in the first tree it hits, pulling him towards it. Any enemy in the path takes damage.
Cooldown: 4
Mana Cost: ['60', '70', '80', '90']
Each time Timbersaw is attacked, he gains increased health regen and armor. Hero attacks are counted as 3x the amount.
Cooldown: 45
Mana Cost: 0
Each time Timbersaw is attacked, he gains increased health regen and armor. Hero attacks are counted as 3x the amount.
Cooldown: 45
Mana Cost: 0
Fires Timbersaw's main saw blade at the target location where it will spin in place, dealing damage in an area around it. Enemies caught in the saw blade will move more slowly for every 5% of health missing. The blade deals damage and cuts down trees in its path when fired and retracted. While active the ability costs mana, and Timbersaw loses the ability to attack.
Cooldown: 8
Mana Cost: ['75', '125', '175']
Each time Timbersaw is attacked, he gains increased health regen and armor. Hero attacks are counted as 3x the amount.
Cooldown: 45
Mana Cost: 0
Each time Timbersaw is attacked, he gains increased health regen and armor. Hero attacks are counted as 3x the amount.
Cooldown: 45
Mana Cost: 0
Fires Timbersaw's main saw blade at the target location where it will spin in place, dealing damage in an area around it. Enemies caught in the saw blade will move more slowly for every 5% of health missing. The blade deals damage and cuts down trees in its path when fired and retracted. While active the ability costs mana, and Timbersaw loses the ability to attack.
Cooldown: 8
Mana Cost: ['75', '125', '175']
18
Pangolier jumps in the air and slams back to the ground in front of his current position, damaging and slowing all enemies in a radius. For each enemy hero hit, he gains an all damage shield for a short time. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs. Shield Crash cooldown during Rolling Thunder is decreased.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['70', '80', '90', '100']
Pangolier dashes along the target line, then slashes all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.
Cooldown: ['21', '18', '15', '12']
Mana Cost: ['75', '80', '85', '90']
Pangolier jumps in the air and slams back to the ground in front of his current position, damaging and slowing all enemies in a radius. For each enemy hero hit, he gains an all damage shield for a short time. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs. Shield Crash cooldown during Rolling Thunder is decreased.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['70', '80', '90', '100']
Pangolier dashes along the target line, then slashes all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.
Cooldown: ['21', '18', '15', '12']
Mana Cost: ['75', '80', '85', '90']
Pangolier dashes along the target line, then slashes all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.
Cooldown: ['21', '18', '15', '12']
Mana Cost: ['75', '80', '85', '90']
Pangolier curls into a debuff immune ball with 60% additional magic resistance and rolls out. When rolling, he moves at an increased speed and can move through trees, but has a decreased ability to turn. Striking enemies knocks them back, inflicting damage proportional to his attack damage and stunning them when they land. Colliding with walls or cliffs will cause a temporary pause while Pangolier reverses in direction. During Rolling Thunder, Shield Crash cooldown is reduced. DISPEL TYPE: Basic Dispel
Cooldown: ['90', '85', '80']
Mana Cost: ['100', '125', '150']
Pangolier dashes along the target line, then slashes all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.
Cooldown: ['21', '18', '15', '12']
Mana Cost: ['75', '80', '85', '90']
Pangolier jumps in the air and slams back to the ground in front of his current position, damaging and slowing all enemies in a radius. For each enemy hero hit, he gains an all damage shield for a short time. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs. Shield Crash cooldown during Rolling Thunder is decreased.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['70', '80', '90', '100']
Pangolier jumps in the air and slams back to the ground in front of his current position, damaging and slowing all enemies in a radius. For each enemy hero hit, he gains an all damage shield for a short time. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs. Shield Crash cooldown during Rolling Thunder is decreased.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['70', '80', '90', '100']
Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.
Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.
Pangolier curls into a debuff immune ball with 60% additional magic resistance and rolls out. When rolling, he moves at an increased speed and can move through trees, but has a decreased ability to turn. Striking enemies knocks them back, inflicting damage proportional to his attack damage and stunning them when they land. Colliding with walls or cliffs will cause a temporary pause while Pangolier reverses in direction. During Rolling Thunder, Shield Crash cooldown is reduced. DISPEL TYPE: Basic Dispel
Cooldown: ['90', '85', '80']
Mana Cost: ['100', '125', '150']
Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.
Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.
Pangolier curls into a debuff immune ball with 60% additional magic resistance and rolls out. When rolling, he moves at an increased speed and can move through trees, but has a decreased ability to turn. Striking enemies knocks them back, inflicting damage proportional to his attack damage and stunning them when they land. Colliding with walls or cliffs will cause a temporary pause while Pangolier reverses in direction. During Rolling Thunder, Shield Crash cooldown is reduced. DISPEL TYPE: Basic Dispel
Cooldown: ['90', '85', '80']
Mana Cost: ['100', '125', '150']
14
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 100
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cooldown: ['40', '35', '30', '25']
Mana Cost: 0
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 100
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cooldown: 30
Mana Cost: ['100', '110', '120', '130']
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 100
The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel
Cooldown: 120
Mana Cost: ['150', '200', '250']
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cooldown: ['50', '40', '30', '20']
Mana Cost: 100
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cooldown: 30
Mana Cost: ['100', '110', '120', '130']
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cooldown: 30
Mana Cost: ['100', '110', '120', '130']
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cooldown: 30
Mana Cost: ['100', '110', '120', '130']
The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel
Cooldown: 120
Mana Cost: ['150', '200', '250']
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cooldown: ['40', '35', '30', '25']
Mana Cost: 0
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cooldown: ['40', '35', '30', '25']
Mana Cost: 0
18
Forces an enemy unit to move slower and for allies to attack it more quickly. Chen can attack the Penitence target with bonus attack range.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['70', '75', '80', '85']
Chen takes control of an enemy or neutral creep and receives a percentage of its bounty. Its maximum health is set to 400 + 50 per Chen Level. Converted creeps will have increased movement speed and bonus damage.
Cooldown: 15
Mana Cost: ['110', '130', '150', '170']
Chen takes control of an enemy or neutral creep and receives a percentage of its bounty. Its maximum health is set to 400 + 50 per Chen Level. Converted creeps will have increased movement speed and bonus damage.
Cooldown: 15
Mana Cost: ['110', '130', '150', '170']
Passively provides an aura that grants increased health regeneration. Can be cast on allies to provide them with bonus armor and increasing the healing and health regeneration they receive. If cast on Chen, all units controlled by Chen will be teleported to him. Taking damage from enemy heroes or their units will cancel the teleport.
Cooldown: ['20', '18', '16', '14', '']
Mana Cost: 75
Chen takes control of an enemy or neutral creep and receives a percentage of its bounty. Its maximum health is set to 400 + 50 per Chen Level. Converted creeps will have increased movement speed and bonus damage.
Cooldown: 15
Mana Cost: ['110', '130', '150', '170']
Heals all allied heroes on the map as well as all units under Chen's control. A large heal is applied at first and a slow heal over time is applied for 10 seconds afterwards.
Cooldown: ['150', '130', '110']
Mana Cost: ['200', '300', '400']
Chen takes control of an enemy or neutral creep and receives a percentage of its bounty. Its maximum health is set to 400 + 50 per Chen Level. Converted creeps will have increased movement speed and bonus damage.
Cooldown: 15
Mana Cost: ['110', '130', '150', '170']
Passively provides an aura that grants increased health regeneration. Can be cast on allies to provide them with bonus armor and increasing the healing and health regeneration they receive. If cast on Chen, all units controlled by Chen will be teleported to him. Taking damage from enemy heroes or their units will cancel the teleport.
Cooldown: ['20', '18', '16', '14', '']
Mana Cost: 75
Passively provides an aura that grants increased health regeneration. Can be cast on allies to provide them with bonus armor and increasing the healing and health regeneration they receive. If cast on Chen, all units controlled by Chen will be teleported to him. Taking damage from enemy heroes or their units will cancel the teleport.
Cooldown: ['20', '18', '16', '14', '']
Mana Cost: 75
Passively provides an aura that grants increased health regeneration. Can be cast on allies to provide them with bonus armor and increasing the healing and health regeneration they receive. If cast on Chen, all units controlled by Chen will be teleported to him. Taking damage from enemy heroes or their units will cancel the teleport.
Cooldown: ['20', '18', '16', '14', '']
Mana Cost: 75
Forces an enemy unit to move slower and for allies to attack it more quickly. Chen can attack the Penitence target with bonus attack range.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['70', '75', '80', '85']
Heals all allied heroes on the map as well as all units under Chen's control. A large heal is applied at first and a slow heal over time is applied for 10 seconds afterwards.
Cooldown: ['150', '130', '110']
Mana Cost: ['200', '300', '400']
Forces an enemy unit to move slower and for allies to attack it more quickly. Chen can attack the Penitence target with bonus attack range.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['70', '75', '80', '85']
Forces an enemy unit to move slower and for allies to attack it more quickly. Chen can attack the Penitence target with bonus attack range.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['70', '75', '80', '85']
Heals all allied heroes on the map as well as all units under Chen's control. A large heal is applied at first and a slow heal over time is applied for 10 seconds afterwards.
Cooldown: ['150', '130', '110']
Mana Cost: ['200', '300', '400']
19
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of storm elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of fire elements.
Cooldown: 0
Mana Cost: 0
Allows manipulation of ice elements.
Cooldown: 0
Mana Cost: 0
23
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']
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.
Dragon Knight takes the form of one of three powerful elder dragons. Increases movement speed and attack damage, with Wyrm's Wrath on-hit effects applying to all enemies near the target. Increases Dragon Tail range. Increases health regeneration and armor bonuses from Dragon Blood.
Cooldown: 100
Mana Cost: 50
The life blood of the Dragon improves Dragon Knight's attacks. When in Dragon form, these attack effects are stronger.
The life blood of the Dragon improves Dragon Knight's attacks. When in Dragon form, these attack effects are stronger.
Unleashes a breath of fire in front of Dragon Knight that burns enemies and reduces the damage their attacks deal.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '95', '100', '105']
Unleashes a breath of fire in front of Dragon Knight that burns enemies and reduces the damage their attacks deal.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '95', '100', '105']
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
18
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '110', '130', '150']
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['125', '150', '175', '200']
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '110', '130', '150']
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Cooldown: ['15', '12', '9', '6']
Mana Cost: 0
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '110', '130', '150']
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage and grows stronger with each life it consumes.
Cooldown: ['140', '90', '40']
Mana Cost: ['200', '400', '600']
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Cooldown: ['14', '13', '12', '11']
Mana Cost: ['90', '110', '130', '150']
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Cooldown: ['15', '12', '9', '6']
Mana Cost: 0
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Cooldown: ['15', '12', '9', '6']
Mana Cost: 0
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Cooldown: ['15', '12', '9', '6']
Mana Cost: 0
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['125', '150', '175', '200']
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage and grows stronger with each life it consumes.
Cooldown: ['140', '90', '40']
Mana Cost: ['200', '400', '600']
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['125', '150', '175', '200']
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
Cooldown: ['24', '20', '16', '12']
Mana Cost: ['125', '150', '175', '200']
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage and grows stronger with each life it consumes.
Cooldown: ['140', '90', '40']
Mana Cost: ['200', '400', '600']
24
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 100
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
CHANNELED - Dawnbreaker creates a pulsing effect at a location within 350 units of an allied hero anywhere on the map, damaging enemies and healing allies with each pulse. After a short duration, she flies to the target location, dealing additional damage and stunning enemies upon landing. Once channeled, Dawnbreaker cannot stop the ability.
Cooldown: ['120', '105', '90']
Mana Cost: ['150', '200', '250']
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 100
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 100
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cooldown: ['17', '15', '13', '11']
Mana Cost: 100
CHANNELED - Dawnbreaker creates a pulsing effect at a location within 350 units of an allied hero anywhere on the map, damaging enemies and healing allies with each pulse. After a short duration, she flies to the target location, dealing additional damage and stunning enemies upon landing. Once channeled, Dawnbreaker cannot stop the ability.
Cooldown: ['120', '105', '90']
Mana Cost: ['150', '200', '250']
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']