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17
Summons a plague ward to attack enemy units and structures. The ward is immune to magic. Wards gain the Poison Sting level from Venomancer, dealing 50% of the full damage.
Cooldown: 5
Mana Cost: ['24', '26', '28', '30']
Adds poison damage to Venomancer's normal attacks and slowing movement speed.
Summons a plague ward to attack enemy units and structures. The ward is immune to magic. Wards gain the Poison Sting level from Venomancer, dealing 50% of the full damage.
Cooldown: 5
Mana Cost: ['24', '26', '28', '30']
Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration.
Cooldown: ['21', '20', '19', '18']
Mana Cost: ['95', '105', '115', '125']
Summons a plague ward to attack enemy units and structures. The ward is immune to magic. Wards gain the Poison Sting level from Venomancer, dealing 50% of the full damage.
Cooldown: 5
Mana Cost: ['24', '26', '28', '30']
Infects an enemy with a deadly plague that does an initial burst of damage and additional damage over time based on the unit's maximum health. The plague slows the target and nearby enemies based on their distance to the target. When the target dies or the debuff expires, all nearby enemies are infected with a noncommunicable version of the plague.
Cooldown: ['100', '90', '80']
Mana Cost: ['200', '300', '400']
Summons a plague ward to attack enemy units and structures. The ward is immune to magic. Wards gain the Poison Sting level from Venomancer, dealing 50% of the full damage.
Cooldown: 5
Mana Cost: ['24', '26', '28', '30']
Adds poison damage to Venomancer's normal attacks and slowing movement speed.
Adds poison damage to Venomancer's normal attacks and slowing movement speed.
Adds poison damage to Venomancer's normal attacks and slowing movement speed.
Infects an enemy with a deadly plague that does an initial burst of damage and additional damage over time based on the unit's maximum health. The plague slows the target and nearby enemies based on their distance to the target. When the target dies or the debuff expires, all nearby enemies are infected with a noncommunicable version of the plague.
Cooldown: ['100', '90', '80']
Mana Cost: ['200', '300', '400']
Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration.
Cooldown: ['21', '20', '19', '18']
Mana Cost: ['95', '105', '115', '125']
Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration.
Cooldown: ['21', '20', '19', '18']
Mana Cost: ['95', '105', '115', '125']
Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration.
Cooldown: ['21', '20', '19', '18']
Mana Cost: ['95', '105', '115', '125']
15
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Mana Cost: 30
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cooldown: 3.5
Mana Cost: ['70', '80', '90', '100']
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Mana Cost: 30
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
A vortex that pulls an enemy unit to Storm Spirit's location.
Cooldown: ['20', '18', '16', '14']
Mana Cost: ['60', '70', '80', '90']
17
Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.
Cooldown: ['11', '9', '7', '5']
Mana Cost: ['35', '40', '45', '50']
Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.
Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.
Cooldown: ['11', '9', '7', '5']
Mana Cost: ['35', '40', '45', '50']
Templar Assassin 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 conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.
Cooldown: ['11', '9', '7', '5']
Mana Cost: ['35', '40', '45', '50']
Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of 20% in the area. Traps charge up to slow 50% after 3.5 seconds. Deals bonus damage when fully charged.
Cooldown: ['11', '8', '5']
Mana Cost: 15
Templar Assassin 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 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 conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.
Cooldown: ['11', '9', '7', '5']
Mana Cost: ['35', '40', '45', '50']
Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.
Templar Assassin'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 places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of 20% in the area. Traps charge up to slow 50% after 3.5 seconds. Deals bonus damage when fully charged.
Cooldown: ['11', '8', '5']
Mana Cost: 15
16
Terrorblade brings forth an invulnerable dark reflection of all enemy heroes in a target area. Affected enemy heroes have movement and attack speeds slowed and attacked by their reflection.
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['35', '40', '45', '50']
Terrorblade transforms into a powerful demon with a ranged attack. Any of Terrorblade's illusions that are within 1200 range will also be transformed by Metamorphosis.
Cooldown: ['155', '150', '145', '140']
Mana Cost: 100
Creates an illusion of Terrorblade that deals damage.
Cooldown: 16
Mana Cost: ['55', '65', '75', '85']
Terrorblade brings forth an invulnerable dark reflection of all enemy heroes in a target area. Affected enemy heroes have movement and attack speeds slowed and attacked by their reflection.
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['35', '40', '45', '50']
Terrorblade brings forth an invulnerable dark reflection of all enemy heroes in a target area. Affected enemy heroes have movement and attack speeds slowed and attacked by their reflection.
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['35', '40', '45', '50']
Severs the life from both Terrorblade and a target hero, exchanging a percentage of both units' current health. Some health points must remain.
Cooldown: ['120', '80', '40']
Mana Cost: ['100', '75', '50']
Creates an illusion of Terrorblade that deals damage.
Cooldown: 16
Mana Cost: ['55', '65', '75', '85']
Terrorblade brings forth an invulnerable dark reflection of all enemy heroes in a target area. Affected enemy heroes have movement and attack speeds slowed and attacked by their reflection.
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['35', '40', '45', '50']
Creates an illusion of Terrorblade that deals damage.
Cooldown: 16
Mana Cost: ['55', '65', '75', '85']
Creates an illusion of Terrorblade that deals damage.
Cooldown: 16
Mana Cost: ['55', '65', '75', '85']
Severs the life from both Terrorblade and a target hero, exchanging a percentage of both units' current health. Some health points must remain.
Cooldown: ['120', '80', '40']
Mana Cost: ['100', '75', '50']
17
A cloud of wisps heals Enchantress and any friendly units nearby.
Cooldown: 35
Mana Cost: 140
Enchantress charms an enemy. If the enemy is a hero, they are dispelled and slowed for 3.5s. If the enemy is a creep, she brings it under her control and receives 35% of their experience bounty. Enchantress can control creeps for up to 30s. DISPEL TYPE: Basic Dispel
Cooldown: ['30', '24', '18', '12']
Mana Cost: ['40', '50', '60', '70']
Enchantress charms an enemy. If the enemy is a hero, they are dispelled and slowed for 3.5s. If the enemy is a creep, she brings it under her control and receives 35% of their experience bounty. Enchantress can control creeps for up to 30s. DISPEL TYPE: Basic Dispel
Cooldown: ['30', '24', '18', '12']
Mana Cost: ['40', '50', '60', '70']
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt. Deals double damage to creeps and illusions.
Cooldown: ['6', '4', '2', '0']
Mana Cost: 50
Enchantress charms an enemy. If the enemy is a hero, they are dispelled and slowed for 3.5s. If the enemy is a creep, she brings it under her control and receives 35% of their experience bounty. Enchantress can control creeps for up to 30s. DISPEL TYPE: Basic Dispel
Cooldown: ['30', '24', '18', '12']
Mana Cost: ['40', '50', '60', '70']
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt. Deals double damage to creeps and illusions.
Cooldown: ['6', '4', '2', '0']
Mana Cost: 50
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt. Deals double damage to creeps and illusions.
Cooldown: ['6', '4', '2', '0']
Mana Cost: 50
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt. Deals double damage to creeps and illusions.
Cooldown: ['6', '4', '2', '0']
Mana Cost: 50
Enchantress beguiles her enemies, slowing their attacks when she is attacked.
Enchantress charms an enemy. If the enemy is a hero, they are dispelled and slowed for 3.5s. If the enemy is a creep, she brings it under her control and receives 35% of their experience bounty. Enchantress can control creeps for up to 30s. DISPEL TYPE: Basic Dispel
Cooldown: ['30', '24', '18', '12']
Mana Cost: ['40', '50', '60', '70']
A cloud of wisps heals Enchantress and any friendly units nearby.
Cooldown: 35
Mana Cost: 140
Enchantress beguiles her enemies, slowing their attacks when she is attacked.
A cloud of wisps heals Enchantress and any friendly units nearby.
Cooldown: 35
Mana Cost: 140
A cloud of wisps heals Enchantress and any friendly units nearby.
Cooldown: 35
Mana Cost: 140
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']
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']
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']
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']
13
Blasts the target enemy unit with damaging frost, dealing area damage and slowing movement and attack rates for 4 seconds. The primary target receives both base and area damage.
Cooldown: 7
Mana Cost: ['110', '120', '130', '140']
Applies a magical frost shield around the target, reducing damage from attacks against it. While the shield is active, ice magic will affect nearby enemy units every 1 seconds, dealing minor damage and slowing them.
Cooldown: ['30', '25', '20', '15']
Mana Cost: ['100', '110', '120', '130']
Blasts the target enemy unit with damaging frost, dealing area damage and slowing movement and attack rates for 4 seconds. The primary target receives both base and area damage.
Cooldown: 7
Mana Cost: ['110', '120', '130', '140']
CHANNELED. Hypnotizes an enemy unit, causing it to move towards a point between the two of you and drains a percentage of its current mana. Lich can use his other abilities while channeling this ability. If cast on a creep lasts 2x longer and deals 250 damage per second.
Cooldown: ['24', '22', '20', '18']
Mana Cost: ['50', '60', '70', '80']
Blasts the target enemy unit with damaging frost, dealing area damage and slowing movement and attack rates for 4 seconds. The primary target receives both base and area damage.
Cooldown: 7
Mana Cost: ['110', '120', '130', '140']
Releases an orb of frost that bounces between nearby enemy units up to 10 times, slowing and damaging each time it hits. Each bounce increases the damage for the subsequent bounces.
Cooldown: ['100', '80', '60']
Mana Cost: ['180', '300', '420']
Blasts the target enemy unit with damaging frost, dealing area damage and slowing movement and attack rates for 4 seconds. The primary target receives both base and area damage.
Cooldown: 7
Mana Cost: ['110', '120', '130', '140']
Applies a magical frost shield around the target, reducing damage from attacks against it. While the shield is active, ice magic will affect nearby enemy units every 1 seconds, dealing minor damage and slowing them.
Cooldown: ['30', '25', '20', '15']
Mana Cost: ['100', '110', '120', '130']
CHANNELED. Hypnotizes an enemy unit, causing it to move towards a point between the two of you and drains a percentage of its current mana. Lich can use his other abilities while channeling this ability. If cast on a creep lasts 2x longer and deals 250 damage per second.
Cooldown: ['24', '22', '20', '18']
Mana Cost: ['50', '60', '70', '80']
Applies a magical frost shield around the target, reducing damage from attacks against it. While the shield is active, ice magic will affect nearby enemy units every 1 seconds, dealing minor damage and slowing them.
Cooldown: ['30', '25', '20', '15']
Mana Cost: ['100', '110', '120', '130']
Releases an orb of frost that bounces between nearby enemy units up to 10 times, slowing and damaging each time it hits. Each bounce increases the damage for the subsequent bounces.
Cooldown: ['100', '80', '60']
Mana Cost: ['180', '300', '420']
14
Grabs a tree to whack enemies on the head for a limited number of attacks. Grants bonus attack range. Attacks deal more damage and fully splash on units along the way. The tree can be thrown, to deal your attack to a unit at a distance.
Cooldown: ['16', '15', '14', '13']
Mana Cost: 40
Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.
Cooldown: ['20', '17', '14', '11']
Mana Cost: ['110', '125', '140', '155']
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units. Avalanche does 100% bonus damage to units being tossed
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['95', '110', '125', '140']
Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.
Cooldown: ['20', '17', '14', '11']
Mana Cost: ['110', '125', '140', '155']
Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.
Cooldown: ['20', '17', '14', '11']
Mana Cost: ['110', '125', '140', '155']
Tiny gains craggy mass, increasing his attack damage, movement speed and armor, and toss power while slowing his attack speed.
Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.
Cooldown: ['20', '17', '14', '11']
Mana Cost: ['110', '125', '140', '155']
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units. Avalanche does 100% bonus damage to units being tossed
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['95', '110', '125', '140']
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units. Avalanche does 100% bonus damage to units being tossed
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['95', '110', '125', '140']
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units. Avalanche does 100% bonus damage to units being tossed
Cooldown: ['23', '20', '17', '14']
Mana Cost: ['95', '110', '125', '140']
Tiny gains craggy mass, increasing his attack damage, movement speed and armor, and toss power while slowing his attack speed.
Throws the tree at the target unit, proccing your attack on it and splashing damage around the target.
Throws the tree at the target unit, proccing your attack on it and splashing damage around the target.
13
After a brief windup, Centaur Warrunner slams the ground, stunning and damaging nearby enemy units. During the delay, he is disarmed but can move.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
Centaur strikes a mighty blow at melee range, damaging both himself and a small area around the target. Deals extra damage based on your strength. Centaur cannot die from Double Edge.
Cooldown: 3.5
Mana Cost: 0
Centaur counters all attacks, dealing damage back to the attacker. Returns a fixed amount plus a percentage of your strength. Deals half damage to towers.
Centaur counters all attacks, dealing damage back to the attacker. Returns a fixed amount plus a percentage of your strength. Deals half damage to towers.
Centaur counters all attacks, dealing damage back to the attacker. Returns a fixed amount plus a percentage of your strength. Deals half damage to towers.
Centaur leads all allies into a vicious charge causing them to move through units at max speed and slow any enemy units they trample. Trampled enemies take damage based on Centaur Warrunner's strength. Each enemy can be trampled once.
Cooldown: ['100', '95', '90']
Mana Cost: ['150', '200', '250']
Centaur counters all attacks, dealing damage back to the attacker. Returns a fixed amount plus a percentage of your strength. Deals half damage to towers.
After a brief windup, Centaur Warrunner slams the ground, stunning and damaging nearby enemy units. During the delay, he is disarmed but can move.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
After a brief windup, Centaur Warrunner slams the ground, stunning and damaging nearby enemy units. During the delay, he is disarmed but can move.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
After a brief windup, Centaur Warrunner slams the ground, stunning and damaging nearby enemy units. During the delay, he is disarmed but can move.
Cooldown: ['18', '16', '14', '12']
Mana Cost: ['100', '110', '120', '130']
Centaur leads all allies into a vicious charge causing them to move through units at max speed and slow any enemy units they trample. Trampled enemies take damage based on Centaur Warrunner's strength. Each enemy can be trampled once.
Cooldown: ['100', '95', '90']
Mana Cost: ['150', '200', '250']
Centaur strikes a mighty blow at melee range, damaging both himself and a small area around the target. Deals extra damage based on your strength. Centaur cannot die from Double Edge.
Cooldown: 3.5
Mana Cost: 0
16
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']
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
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']
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