All Pick - Select your hero
That's where we come in. This roster rolodex gives you a snapshot of every hero in the game, including their abilities, best roles, and most importantly, how difficult they are to master. If you're unsure of which Radiant or Dire hero will best suit your playstyle, this is the best way to find out. You'll also find a glossary below, to bring you up to speed or refresh your memory on what some of Dota 2's key terms mean. Once you've seen what every hero is capable of, you'll be that much more prepared for what awaits on the fields of battle.
If you're a fan of survivability, heavy hitting, and laughing at your puny opponents while they desperately try to kill you, Strength heroes will be right up your alley. Once you find the sweet spot between offense and defense, your allies will always be happy to see your Strength hero stomp onto the scene.
Rot: A toxic cloud that deals intense damage (35/60/85/110) and slows movement (20%) - harming not only enemy units but Pudge himself.
Flesh Heap: Gives Pudge resistance to magic damage (4%/8%/12%/16%), as well as bonus strength (0.9/1.2/1.5/1.8) that increases each time Pudge kills an enemy Hero or it dies in his vicinity. Flesh Heap is retroactive, meaning it can gain charges before it is skilled, which then become active.
Dismember: CHANNELED - Pudge chows down on an enemy unit, disabling it and dealing damage (75/125/175 (+0.75 strength*) over time. Lasts 3 seconds on Heroes, 6 seconds on creeps.
Roles: Durable, Disabler
Unstable Concoction: Alchemist brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage. The longer the concoction brews, the more damage it deals and the longer the target is stunned. After 5 seconds, the brew reaches its maximum damage (130/200/270/340) and stun time (1.75/2.5/3.25/4). However, after 7 seconds, the concoction will explode on Alchemist himself if not thrown.
Goblin's Greed: Alchemist gets bonus gold for killing creeps; the bonus stacks if the creeps are killed within a period of time, after which the count is reset. The bonus gold is capped at 26 gold.
Chemical Rage: Alchemist causes his Ogre to enter a chemically induced rage, reducing base attack cooldown and increasing movement speed (30/40/60), HP (300/600/900) and regeneration (15/30/60). Lasts 25 seconds.
Roles: Durable, Disabler, Carry
Battle Hunger: Enrages an enemy unit, causing it to be slowed and take damage over time until it kills another unit or the duration ends. Axe gains 4% movement speed for each unit affected with Battle Hunger.
Counter Helix: When attacked, Axe has a 17% chance to perform a helix counter attack, dealing damage (100/130/160/190) to all nearby enemies.
Culling Blade: Axe spots weakness and strikes, dealing moderate damage (150/250/300) but instantly killing an enemy unit with low (300/450/625) health. When an enemy unit is killed in this way, Axe and nearby allied units gain 25% bonus movement speed.
Roles: Jungler, Disabler, Initiator, Durable
Call of the Wild: Beastmaster calls allies in the form of a watchful Hawk and a powerful Boar. Previous summons are removed upon casting.
Inner Beast: Untaps the inner fury of allies, passively increasing their attack speed (18/26/32/40).
Primal Roar: A deafening roar that deals damage (200/250/300) and stuns (3/3.5/4) the target enemy unit, while opening a path between Beastmaster and his prey. Nearby enemies also take minor damage and have their movement speed and attack rate reduced by 50%.
Roles: Initiator, Disabler, Durable
Drunken Haze: Drenches an enemy unit in alcohol, causing his movement speed to be reduced (14/18/22/26%), and causing his attacks to have a chance (45/55/65/75%) to miss.
Drunken Brawler: Gives a chance (10/15/20/25%) to avoid attacks and to deal critical (2x) damage.
Primal Split: Splits the Brewmaster into elements, forming 3 specialized warriors, adept at survival. If any of them survive until the end of their summoned timer (15/17/19 seconds), the Brewmaster is reborn.
Roles: Initiator, Disabler, Carry, Pusher
Reality Rift: Teleports you, any images you have and the target unit to a random point along the line between the two of you. Gives you bonus attack damage (25/50/75/100) for one attack.
Chaos Strike: Chaos Knight's mojo gives him a 10% chance to deal bonus (1.5x/2x/2.5x/3x) damage.
Phantasm: Summons several copies (1/2/3) of the Chaos Knight from alternate dimensions. The illusions deal full damage, but take double damage.
Roles: Carry, Disabler, Pusher, Durable
Power Cogs: Forms a barrier of energized cogs around Clockwerk, trapping any units that are near. Enemies outside the trap that touch a cog are knocked back, losing health and mana (60/90/120/150). Once a cog has delivered a shock, it will power down. Cogs can be destroyed by enemies in 3 attacks, but Clockwerk can destroy them with just one.
Rocket Flare: Fires a global range flare that explodes over a given area, damaging enemies (80/120/160/200) and providing vision for 10 seconds.
Hookshot: Fires a grappling device rapidly at the target location. If the hook hits a non-neutral enemy unit, Clockwerk launches himself into the target, stunning (1/1.5/2) and dealing damage (100/200/300). Any enemies Clockwerk collides with along the way are subject to damage and stunned. If the hook collides with an allied unit, Clockwerk does not move.
Roles: Initiator, Durable
Scorched Earth: Carpets the nearby earth in flames, damaging enemies (12/16/20/24 per second) while Doom Bringer gains bonus HP regen and 16% increased movement speed.
LVL? Death: Dissipates a piece of an enemy Hero's soul, ministunning and dealing bonus damage (100/150/200/250 [+275 Bonus Damage]) when the enemy's level is a multiple of a specific number (6/5/4/3) or 25.
Doom: Inflicts a curse that lasts for 13 seconds, preventing an enemy Hero from casting spells or using items, while dealing damage over time. Doom also disables most passive abilities.
Roles: Carry, Nuker, Durable
Dragon Tail: Dragon Knight smites an enemy unit in melee range with his shield, stunning it (2.5/2.75/3/3.25) while dealing minor damage. When in Elder Dragon Form, the cast range increases to 400.
Dragon Blood: The life blood of the Dragon improves health regeneration (2/3/4/5) and strengthens armor (2/4/6/8).
Elder Dragon Form: Dragon Knight can take the form of three powerful elder dragons with ranged atttacks: Green Dragon (Level 1, short poison damage over time on attack), Red Dragon (Level 2, splash damage on attack), and Blue Dragon (Level 3, splash damage and frost attack that slows enemy units).
Roles: Pusher, Disabler, Carry, Durable
Enchant Totem:Empowers Earthshaker's totem, causing it to deal extra damage (75%/150%/225%/300%) on the next attack.
Aftershock: Causes the earth to shake underfoot, adding additional damage (25/45/75/115) and stuns (0.3/0.7/1.2/1.5) to nearby enemy units when Earthshaker casts his abilities.
Echo Shock: Shockwaves travel through the ground, damaging (200/265/340) enemy units. Each enemy hit causes an echo to damage nearby units.
Roles: Initiator, Disabler, Support, Lane Support
Burning Spear: Huskar sets his spears aflame, dealing damage (4/8/12/16 per second) over time with his regular attack. Multiple attacks will stack additional damage. Each attack drains some of Huskar's health. Lasts 6 seconds.
Berserkers Blood: Huskar's injuries feed his power, giving increased attack speed (3%/6%/9%/12%) and damage for each 7% of missing health.
Life Break: Huskar draws upon his health to break an enemy's life, leaping at a target within attack range to inflict a percentage of that hero's current HP, and slow at the cost of his own vitality (35%/30%/25% of Huskar's current HP). While leaping, Huskar is magic immune. Slow lasts 5 seconds.
Roles: Carry, Initiator, Durable
Tidebringer: Kunkka's legendary sword grants increased damage (15/30/45/60) and cleaves a large area of effect in front of him for a single strike. Cleave damage on non-primary targets is not reduced by armor values.
X Marks The Spot: Targets a friendly or enemy Hero, marks their position with an X, and returns them to it after several seconds. Kunkka can trigger the return at any time during the duration (1/2/3/4 seconds).
Ghost Ship: Summons a ghostship to cut a swath through battle, causing massive damage (300/400/500) and stuns to enemy units as it crashes through. Allies are doused in Kunkka's Rum, receiving bonus movement speed and a delayed reaction to damage.
Roles: Initiator, Disabler, Carry, Durable
Feast: Regenerates a portion (4%/5%/6%/7%) of the attacked enemy's current HP and deals the same portion of damage per attack.
Open Wounds: Lifestealer rends an enemy unit, slowing the victim's movespeed by 70% and allowing all allies to lifesteal (15%/20%/25%/30%) on that unit. All damage dealt will steal life, including damage from spells. The victim recovers movement speed over the 8 second duration.
Infest: Lifestealer will infest the body of the target unit, lying dormant and undetectable inside. When he reveals himself, he deals damage (150/270/400) to all nearby enemy units. The Lifestealer can gain experience from units that die while he is Infesting a unit. If the unit is a creep, he will devour it first, gaining health equal to the unit's current HP. Does not work on enemy Heroes.
Roles: Carry, Escape, Jungler, Durable
Howl: Grants bonus damage to Lycanthrope, all allied heroes, and all units under their control.
Feral Impulse: Increases the damage (15%/20%/25%/30%) and attack speed of Lycanthrope and all units under his control.
Shapeshift: Lycanthrope assumes his true form, increasing his armor, critical chance, damage, attack speed, and health. During Shapeshift, Lycanthrope and all units under his control move at maximum speed and cannot be slowed.
Roles: Carry, Jungler, Pusher, Durable
Crippling Fear: Night Stalker horrifies the target enemy Hero, causing it to miss attacks and become silenced. The effect lasts longer at night.
Hunter in the Night: Night Stalker is in his element at night, increasing his attack speed and moving (20%/25%/30%/35%) faster.
Darkness: Night Stalker smothers the sun and summons instant darkness, so that he might use his powers at their fullest. When used at night, it extends night time by Darkness' duration (25/50/80).
Roles: Initiator, Durable
Repel: Creates a powerful divine ward that blocks most magic from affecting a target unit, granting them magic immunity for a few (6/8/10/12) seconds.
Degen Aura: Greatly degenerates the movement and attack speed (7%/14%/21%/28%) of enemy units that stray too near.
Guardian Angel: Omniknight summons a Guardian Angel, lasting a few (5/6/7) seconds, that grants immunity from physical damage and greatly increases hit point regeneration of nearby allies.
Roles: Support, Lane Support, Durable
Sand Storm: CHANNELED - Sand King creates a fearsome sandstorm that damages (20/40/60/80 per second) enemy units while hiding him from vision. The invisibility remains for a short duration after the sandstorm ends.
Caustic Finale: Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage (90/130/170/220).
Epicenter: CHANNELED - After channeling for 2 seconds, Sand King sends a disturbance into the earth, causing it to shudder violently. All enemies caught within range will take damage and become slowed. Each subsequent pulse increases the radius of damage dealt.
Roles: Initiator, Disabler, Nuker
Vampiric Aura: Nearby friendly melee units gain HP based on their damage dealt (15%/20%/25%/30%) when attacking enemy units.
Critical Strike: Skeleton King gains a 15% chance to deal bonus (1.25/1.75/2.25/2.75) damage on an attack.
Reincarnation: Skeleton King's bones reform after death, causing him to resurrect when killed in battle. Upon reincarnation, enemy units in the area will be slowed by 30%. Cooldown (260/160/60 seconds) decreases with level.
Roles: Carry, Disabler, Durable
Slithereen Crush: Slams the ground, stunning (1/1.5/2/2.5) and damaging (50/100/150/200) nearby enemy land units. After the stun, the affected units are slowed by 20% for 2 seconds.
Bash: Grants a chance (10%/15%/20%/25%) that an attack will do bonus damage (40/50/60/70) and stun an enemy for one second. The duration is doubled against creeps.
Amplify Damage: Reduces enemy armor (8/12/16) to amplify physical damage, and provides True Sight of the targeted unit, revealing invisibility. Lasts 25 seconds.
Roles: Carry, Disabler, Initiator, Durable
Empowering Haste: Causes the Spirit Breaker to gain power with higher movement speed, allowing him to deal extra damage based on his movement speed (4%/8%/12%/16%). His presence increases the movement speed (6%/8%/10%/12%) of nearby allied units.
Greater Bash: Gives a 17% chance to stun (0.95/1.15/1.35/1.55 seconds) and knockback an enemy unit on an attack, as well as gaining bonus movement speed after a bash occurs.
Nether Strike: Spirit Breaker slips into the nether realm, reappearing next to his hapless victim. Upon reappearing, a Greater Bash of the current level occurs and deals bonus damage (150/250/350).
Roles: Carry, Initiator, Disabler, Durable
Great Cleave: Sven strikes with great force, cleaving all nearby enemy units with his attack. Cleave damage (30%/40%/50%/60%) on non-primary targets is not reduced by armor values.
Warcry: Sven's Warcry heartens his allies for battle, increasing their movement speed by 12% and armor (3/6/9/12). Lasts 8 seconds.
Gods Strength: Sven channels his rogue strength, granting bonus damage (100%/140%/180%) for 25 seconds.
Roles: Initiator, Disabler, Carry, Support
Kraken Shell: Creates a thick armor shell that reduces physical damage and removes negative buffs when damage received reaches a critical threshold. Kraken Shell does not stack with items that provide Damage Block.
Anchor Smash: Tidehunter swings his mighty anchor to damage (75/125/175/225) nearby enemies and reduce their base attack damage by 40%. Lasts 6 seconds.
Ravage: Slams the ground, causing tentacles to erupt in all directions, damaging (250/350/450) and stunning (2.02/2.32/2.77) all nearby enemy units
Roles: Initiator, Disabler, Support, Durable
Toss: Grabs a random unit in a 275 radius around Tiny, friend or enemy, and launches it at the target unit to deal damage (75/150/225/300) where they land. If the tossed unit is an enemy, it will take an extra 20% damage. Toss does more damage as Tiny's size increases.
Craggy Exterior: Causes damage to bounce back on Tiny's attackers. Enemies that attack Tiny from within 300 units have a chance (6%/12%/18%/24%) of being stunned for 1.2 seconds.
Grow: Tiny gains craggy mass that increases his damage (50/100/150) at the cost of his attack speed. Increases Tossed unit damage and improves movement speed (20/40/60).
Roles: Initiator, Disabler, Nuker, Durable
Leech Seed: Treant plants a life-sapping seed in an enemy unit, draining its health (30/45/60/75), while simultaneously slowing it by 24%. The seed heals friendly units around it equal to the amount drained. Pulses 4 times.
Living Armor: Infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the day, the aura that affects heroes extends globally, and structures within a shortened radius. At night, the effect on heroes is applied only at the shortened radius.
Overgrowth: Summons an overgrowth of damaging vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking for three seconds. Deals damage (50/75/100) once per second.
Roles: Initiator, Disabler, Lane Support, Durable
Pick an Agility hero if you want to rack up quick kills and slip away safely before the other team knows what happened. You may not have the most HP, but your damage output will be sure to strike fear in your enemies' hearts.
Blink: Short distance teleportation that allows Anti-Mage to move in and out of combat. Range increases and cooldown decreases with each level.
Spell Shield: Increases Anti-Mage's resistance (26%/34%/42%/50%) to magic damage.
Mana Void: For each point of mana missing by the target unit, damage is dealt (0.6/0.85/1.1 per point of mana) to it and surrounding enemies.
Roles: Carry, Escape
Blood Bath: Bloodseeker revels in combat, gaining health with every unit he kills. The health gained is a percentage of the killed unit's maximum HP (10%/20%/30%/40% for heroes, 10%/15%/20%/25% for creeps). If a hero dies within a radius of 225 of Bloodseeker and he is not the killer, he is healed for half the normal hero kill effect.
Thirst: Enables Bloodseeker to sense enemy Heroes with health below 40%, giving him vision of that unit and increased movement speed (11%/22%/33%/44%). Bloodseeker gains True Sight of enemy heroes below 20%.
Rupture: Causes an enemy unit's skin to rupture, dealing massive damage (150/250/350). If the unit moves while under the effect of Rupture, it takes a percentage (20%/40%/60%) of the distance traveled as damage.
Roles: Carry, Jungler
Jinada: Bounty Hunter plans his next hit, passively adding a critical strike (150% / 175% / 200% / 225% attack damage) and maim to his next attack, slowing attack and movespeed of the target by 25% for 3 seconds.
Shadow Walk: Bounty Hunter becomes invisible for a few (15/20/25/30) seconds and gains the ability to move through other units until he attacks or uses an ability. If he breaks the invisibility with an attack, that attack will deal bonus damage (30/60/90/120).
Track: Tracks an enemy hero and grants a 20% gain in movement speed to allies near the hunted. If the target dies, Bounty Hunter and any nearby heroes collect a bounty in gold. Lasts 30 seconds.
Roles: Carry, Escape, Nuker
Spin Web: Throws out a web that renders Broodmother invisible in its vicinity, while also boosting regeneration, and granting a passive movement speed increase (20%/25%/30%/35%). Maximum number of webs (2/4/6/8) increases with level.
Incapacitating Bite: Broodmother's venom cripples enemy units, causing her attacks to slow (10%/20%/30%/40%) and deal bonus damage (2/4/6/8), as well as giving the affected unit a chance to miss (10%/15%/20%/25%) its attacks.
Insatiable Hunger: A violent lust for vital fluids increases Broodmother's attack damage (60/80/100) and gives her a lifesteal (40%/60%/80%) attack. Lasts 14 seconds.
Roles: Pusher, Carry, Escape
Searing Arrows: Imbues Clinkz's arrows with fire for extra (20/30/40/50) damage.
Skeleton Walk: Clinkz moves invisibly through units until the moment he attacks or uses an ability. Grants bonus (11%/22%/33%/44%) movement speed.
Death Pact: Clinkz consumes the target friendly or enemy creep, gaining a percent of its max HP as health (50%/65%/80%) and damage (5%/6.5%/8%).
Roles: Carry, Escape
Silence: Stops all enemy units in a target area from casting spells for a few (3/4/5/6) seconds.
Trueshot Aura: Adds bonus damage (7%/14%/21%/28%) to the physical attack of allied ranged units in the area.
Marksmanship: Drow's experiences in battle improve her accuracy and effectiveness in combat, providing a passive bonus (15/30/45) to Agility.
Backtrack: Faceless Void dodges damage by jumping backward in time, with a (10%/15%/20%/25%) chance to elude both physical and magical attacks.
Time Lock: Adds a (10%/15%/20%/25%) chance for an attack to lock an enemy hero in time, stunning it for 1 second and dealing bonus (40/50/60/70) damage. The duration is twice as long against creeps.
Chronosphere: Creates a blister in spacetime, trapping all units caught in its sphere of influence for a few (4/4.5/5) seconds. Only Faceless Void and any units he controls are unaffected. Invisible units in the sphere will be revealed.
Roles: Carry, Initiator, Disabler, Escape
Homing Missile: Fires a homing missile to seek the targeted enemy unit. The missile gains speed over time, and deals greater damage (for a maximum of 110/220/330/440) and a longer stun the farther it has traveled. Enemy units can destroy the missile before it reaches its target.
Flak Cannon: Gyrocopter's attacks hit all enemy units in an area around it for a limited number of attacks. Only the main target of attacks will receive attack bonuses such as Critical Strike. Lasts 15 seconds or until the (3/4/5/6) attacks are used.
Call Down: Call down an aerial missile strike on enemy units in a target area. Two missiles arrive in succession, the first dealing major damage (250/300/350) and minor 20% slow; the second dealing minor damage (100/150/200) and major 50% slow.
Roles: Disabler, Initiator, Nuker
Healing Ward: Summons a Healing Ward that heals all nearby allied units, based on their max HP (2%/3%/4%/5%), per second. The Healing Ward can move at 300 movement speed after being summoned. Lasts 25 seconds.
Blade Dance: Gives Juggernaut a chance (15%/20%/25%/35%) to deal double damage on each attack.
Omnislash: Juggernaut leaps towards the target enemy unit with a damaging attack, and then slashes other nearby enemy units, dealing between 175-250 damage per slash. The fewer units available to attack, the more damage those units will take; if a unit is alone, it will take all of the damage from the (3/6/9) total slashes. Juggernaut becomes invulnerable while Omnislashing and mini-stuns the first target.
Roles: Carry, Pusher
Rabid: Increases the attack speed (10%/20%/30%/40%) and movement speed (5%/10%/15%/20%) of Lone Druid and the Spirit Bear. Lasts 10 seconds.
Synergy: Increases the Lone Druid's synergy with his Spirit Bear and himself, upgrading attributes and abilities. Upgrades the Spirit Bears damage and movespeed, as well as the duration (10/20/30/40 seconds) of Rabid and bonus HP (100/200/300/400) of True Form.
True Form: Lone Druid learns to morph himself into a raging bear, losing his ranged advantage and some base movement speed, but gaining melee power, bonus HP (250/400/600) and bonus armor (4/6/8), as well as the Battle Cry (adds damage and armor) ability. He can morph freely between druid and bear form.
Roles: Carry, Durable, Pusher, Jungler
Sacred Arrow: Fires an arrow with deadly precision, dealing large damage (90/180/270/360) and stunning the first enemy unit it strikes. Stun duration increases based on distance to target, ranging from 0.5 to 5 seconds.
Leap: Mirana leaps forward into battle, empowering allied units with a ferocious roar upon landing, granting bonus attack and movement speed (4%/8%/12%/16%). Speed bonus lasts 10 seconds.
Moonlight Shadow: Turns Mirana and all allied heroes invisible. If Invisibility is broken, it will restore after fade delay (2.5/2/1.5 seconds) if the shadow's duration has not expired. Silence will stop Moonlight Shadow; lasts 11 seconds.
Roles: Carry, Escape, Nuker, Disabler
Adaptive Strike: Strikes an enemy unit with a blast of water. If Morphling's dominant attribute is Agility, there is bonus damage done, which is equal to the Morphling's Agility times the max multiplier, in addition to the base damage, with only minimal stun. If the attribute is Strength, the stun is maximized (0.25 to 0.75/1.5/2.25/3) but the damage is minimized.
Morph (Agility / Strength) Gain: Morphling shifts its form, pulling points from Strength and pouring them into Agility or vice versa. The process is reversible. Additional points in Morph increase the rate of stat change. Passively grants bonus Agility or Strength depending on form.
Replicate: Morphling replicates any hero, friend or foe, lasting (30/45/60) seconds and only dealing 50% the original hero's damage. At any time, Morphling can instantly take the place of the Replicate.
Roles: Carry, Escape, Initiator, Nuker
Phantom Strike: Teleports to a unit, friendly or enemy, and grants 100% bonus attack speed while attacking if it's an enemy unit. Lasts for 3 seconds or 4 attacks, whichever comes first.
Blur: The Phantom Assassin becomes hard to see by blurring her body and disappearing from the minimap when near enemy heroes. Also grants a (20% / 25% / 30% / 35%) chance that enemy attacks miss.
Coup de Grce: Phantom Assassin refines her combat abilities, gaining a 15% chance of delivering a devastating critical strike (250% / 325% / 400% damage) to enemy units.
Roles: Carry, Escape
Doppelwalk: Renders Phantom Lancer invisible, while generating a duplicate image to confuse enemies. Lasts 8 seconds and grants 15% bonus movespeed.
Juxtapose: Phantom Lancer's attacks have a 12% chance to create illusions (up to 2/4/6/8) to confuse enemies.
Phantom Edge: Phantom Lancer hones his abilities. Improves chance (2/4/6%) of Juxtaposing, and the Juxtapose illusions have a chance (3/5/7%) to create their own illusions. Phantom Edge also increases Phantom Lancer's magic resistance.
Roles: Pusher, Carry, Escape
Static Link: Creates a charged link between Razor and an enemy Hero, stealing damage (7/14/21/28) each second from the target and giving it to Razor. Lasts up to 8 seconds.
Unstable Current: As Razor moves with increased speed (3%/6%/9%/12%), any abilites targeted on him are countered with an instant jolt of damaging (40/70/100/130) and slowing electricity.
Eye of the Storm: A powerful lightning storm strikes out at enemy units with the lowest health, dealing damage (37.5/50/62.5) and reducing their armor by 1 per strike.
Roles: Carry, Nuker, Durable
Blink Strike: Teleports behind the target unit, striking for bonus damage (30/60/90/120) if it is an enemy.
Backstab: If Riki attacks from behind, bonus damage (0.5/0.75/1.0/1.25 Agility) is applied based on his current agility.
Permanent Invisibility: Riki fades into the shadows, staying permanently invisible except while attacking or using abilities. While silenced, Riki will be visible.
Roles: Carry, Escape
Necromastery: Shadow Fiend steals the soul from units he kills (with a maximum of 12/20/28/36), gaining 2 bonus damage per soul. If the killed unit is a hero, he gains 6 souls. On death, he releases half of them from bondage.
Presence of the Dark Lord: Shadow Fiend's presence reduces the armor of nearby enemies (2/3/4/5).
Requiem of Souls: Captured souls are released to deal massive damage, as well as slowing and reducing the attack damage of nearby enemy units. Requiem of Souls creates one wave of damage for every 2 souls stored by Necromastery. The closest enemy units are hit the hardest. Requiem has a 1 second cast time before it is activated.
Roles: Carry, Nuker
Headshot: Sniper increases his accuracy, giving a chance (25%/30%/35%/40%) to deal extra damage (30/40/50/60) and mini-stun (0.01/0.1/0.2/0.2).
Take Aim: Extends the attack range of Sniper's rifle with each level. Past level 3, Sniper will outrange towers.
Assassinate: Sniper locks onto a target enemy unit, and after 1.7 seconds, fires a devastating shot that deals huge damage (355/505/655) at long range.
Desolate: Deals bonus pure damage (20/30/40/50) when Spectre attacks an enemy hero with no nearby allied units.
Dispersion: Damage done to Spectre is reflected (10%/14%/18%/22%) on her enemies, leaving her unharmed. The effect lessens with distance.
Haunt: Creates a spectral nemesis to attack each enemy hero after a short delay. Haunts are uncontrollable, take double damage, and deal 40% of Spectres damage. At any moment during the duration, Spectre can take the place of a given illusion.
Roles: Carry, Durable
Overpower: Using his skill in combat, Ursa gains increased attack speed for a set number of attacks (3/4/5/6) or until the 15 second duration expires.
Fury Swipes: Ursa's claws dig deeper wounds in the enemy, causing consecutive attacks to the same enemy to deal more damage. Each hit on the same target within 6 seconds, including the first hit, deals damage (15/20/25/30 per attack) and increases the damage taken by subsequent attacks. If the same target is not attacked after 6 seconds, the bonus damage is lost.
Enrage: Ursa goes into a frenzy, gaining a percentage (5%/6%/7%) of his current health as bonus damage. Lasts 15 seconds.
Roles: Carry, Jungler, Durable
Wave of Terror: Vengeful Spirit lets loose a wicked cry, weakening the armor (2/3/4/5) of enemies and giving vision of the path.
Vengeance Aura: Vengeful Spirit's presence increases nearby friendly units' physical damage (12%/20%/28%/36%).
Nether Swap: Instantaneously swaps positions with a target Hero, friend or enemy. Range increases with level.
Roles: Support, Lane Support, Disabler, Initiator
Poison Sting: Adds poison damage to Venomancer's normal attacks, slowing movement speed (11%/12%/13%/14%) and dealing damage (5/10/15/20 per second) for 7 seconds.
Plague Ward: Summons a plague ward with (11/21/32/42) damage and (75/200/325/450) health to attack enemy units and structures. The ward is immune to magic and lasts 40 seconds.
Poison Nova: A spreading ring of poison that does damage over time (36/58/81 every second for 12/14/15 seconds) to enemy units around Venomancer. Poison Nova's effect cannot bring units below 1 HP.
Roles: Initiator, Support, Nuker, Pusher
Nethertoxin: Nethertoxin causes Viper's normal attack to deal bonus damage (2/4/6/8) to units based on how much health they are missing. The bonus damage doubles for each 20% of health missing from the target, up to a maximum (32/64/96/128). Nethertoxin deals half damage to creeps and buildings.
Corrosive Skin: Viper exudes an infectious toxin that damages (10/15/20/25) and slows the movement speed and attack speed (10%/15%/20%/25%) any enemy that attacks it. The acid exudate also increases Viper's resistance (10%/15%/20%/25%) to spells.
Viper Strike: Viper slows (40%/60%/80%) the targeted enemy unit's movement and attack speed while also dealing poison damage (60/100/145) over 5.1 seconds. The slowing effect reduces over the duration of the poison.
Roles: Carry, Durable
Shukuchi: Weaver shifts out of visibility, gaining the ability to move at maximum speed through physical unitsdoing damage (90/100/110/120) to any enemies it passes through. Lasts 4 seconds.
Geminate Attack: Allows Weaver to dispatch two swarms, attacking an enemy twice. The extra attack will not trigger other attack effects (such as critical strike) and overrides Unique Attack Modifiers.
Time Lapse: Weaver warps backward to whatever position it was in five seconds earlier - regaining the HP and mana from that time. No effect on cooldown, gold or experience. Cooldown decreases (60/50/40 seconds) with level.
Roles: Carry, Escape
But once you master them, Intelligence heroes can turn into an unstoppable force, obliterating enemy heroes in mere seconds with a cavalcade of malicious magic. If you're willing to put in a little extra work to learn their intricacies, these heroes will not disappoint when it comes to pure spellpower.
Ice Vortex: Creates a vortex of icy energy that slows movement speed (18%/22%/26%/30%) and increases magic damage done in its range (magic resist reduced by 10%/15%/20%/25%). Lasts 12 seconds.
Chilling Touch: A frigid gust enchants allied heroes, granting them bonus magical damage (40/50/60/70), while slowing their attack speed by 15%. The bonus damage only activates for attacks against enemy heroes. Lasts for a set number (2/3/4/5) of attacks or 40 seconds.
Ice Blast: An explosive ball of icy hail that can be used to strike targets anywhere on the map. On first use, Kaldr launches a tracer towards the targeted location. The second use marks the current location of the blast, upon which the actual projectile is launched - the greater the distance, the larger the radius affected. It deals damage (250/350/450) to enemy units and applies a frostbite curse to units in and around the area that prevents regeneration or healing. Frostbitten units will take minor damage over time; if the units drop below a certain percentage (10%/11%/12%) of HP, they'll instantly shatter and die.
Roles: Disabler, Support
Brain Sap: Feasts on the vital energies of an enemy unit, dealing damage (90/160/230/300) and gaining health equal to the damage dealt.
Nightmare: Puts the target enemy or friendly Hero to sleep and deals 20 damage per second. Sleeping units are awakened when attacked, but the Nightmare passes to the attacking unit. Duration (4/5/6/7 seconds) increases with level.
Fiend's Grip: CHANNELED - Grips an enemy unit, disabling it and causing heavy damage (100/155/215) each second for 5 seconds, while stealing mana every second based on 5% of the unit's maximum mana.
Roles: Disabler, Support, Nuker
Flamebreak: Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage (75/150/225/300) to enemies in the area.
Firefly: Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies (20/40/60/80 per second) in its path, and Batrider gains the movement capabilities of a flying unit. Lasts 15 seconds.
Flaming Lasso: Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso. Duration (3/3.5/4 seconds) increases with level.
Roles: Nuker, Initiator, Disabler, Escape
Test of Faith: Deals random damage (50-100 / 100-200 / 150-300 / 200-400) to target enemy.
Holy Persuasion: Gives control of an enemy or neutral creep, and gives it bonus (75/150/225/300) HP. Cast on an allied unit, it teleports them back to the base (including neutral creeps that are under Chen's control) after a short (6/5/4/3 second) delay. Maximum controlled units increases (1/1/2/3 creeps) with level.
Hand of God: Fully regenerates any creeps under Chen's control, and heals all allied heroes on the map for a major chunk of (200/300/400) HP.
Roles: Support, Jungler, Pusher
Frostbite: Encases an enemy unit in ice, prohibiting movement and attack, while dealing 70 damage per second. Lasts a few (1.5/2/2.5/3) seconds.
Arcane Aura: Gives additional mana regeneration (0.5/1/1.5/2) to all friendly units on the map.
Freezing Field: CHANNELED - Surrounds Crystal Maiden with random icy explosions that slow enemy movespeed (30%) and attack speed (20%) and deal massive (105/170/250) damage. Lasts 4 seconds.
Roles: Support, Disabler, Nuker, Lane Support
Ion Shell: Surrounds the target unit with a bristling shield that damages (30/50/70/90 per second) enemy units in an area around it. Lasts 20 seconds.
Surge: Charges a target friendly unit with power, giving it a brief burst of maximum movement speed. Duration increases (3/4.5/6/7.5 seconds) with level.
Wall of Replica: Raises a wall of warping light that damages and creates replicas of any enemy hero who crosses it. Enemy replicas serve at the Dark Seer's will. Illusions take 300% damage, and their damage (70%/80%/90%) and wall duration (15/30/45 seconds) increase with level.
Roles: Nuker, Initiator, Escape
Shallow Grave: An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection. Lasts 5 seconds. Cooldown decreases (60/45/30/15) with level.
Shadow Wave: Shadow Wave heals several allies, which in turn cause damage (80/100/120/140) equal to their healing in a small area around them. Dazzle is always healed by Shadow Wave, and it does not count toward the number of targets (3/3/4/5 maximum targets).
Weave: Applies a buff that increases allied hero armor or decreases enemy hero armor in the target area, changing armor by 1 every second. Duration increases (12/18/24 seconds) with level.
Roles: Support, Lane Support
Silence: Prevents enemy units in a target area from casting spells. Duration increases (3/4/5/6 seconds) with level.
Witchcraft: Increases the potency of Death Prophet's spells, while providing a passive movement speed (4%/8%/12%/16%) boost. Reduces mana costs and cooldowns of Crypt Swarm and Silence, and adds additional spirits to Exorcism.
Exorcism: Unleashes evil spirits (4/10/18) to drain the life (25% of 43-48 damage per spirit) of nearby enemy units and structures. At the end of the spell's duration, Death Prophet is healed in proportion to the damage dealt. Lasts 30 seconds.
Roles: Nuker, Pusher, Durable
Enchant: Enchantress charms an enemy, bringing it under her control for 80 seconds if its a creep, or slowing it for 5.5 seconds if its a hero (20%/30%/40%/50%).
Nature's Attendants: A cloud of wisps heals Enchantress and any friendly units nearby. Each of the wisps (3/5/7/9) heals allies for 10 HP a second. Lasts 10 seconds.
Impetus: Places an enchantment on each auto-attack while activated, causing it to deal additional damage based on how far away the target is (15%/20%/25% of distance traveled). The farther the target, the greater the damage dealt (with a maximum of 375/500/625).
Roles: Support, Pusher, Jungler, Durable
Demonic Conversion: Splits a creep into three malevolent aspects of itself, called Eidolons, all under Enigma's control. Repeated successful attacks cause them to multiply again; when this happens, the eidolons have their health restored. The three summoned eidolons become stronger with each ability level.
Midnight Pulse: Steeps an area in black magic, damaging enemy units per second based on their max HP (3%/4%/5%/6%). Lasts 8 seconds.
Black Hole: CHANNELED - Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells. The closer units get to the center, the more damage is dealt (for a maximum of 60/100/140 damage per second in the center). Lasts 4 seconds.
Roles: Disabler, Jungler, Initiator, Pusher
Ice Path: Creates a path of ice that bursts in front of Jakiro, freezing and stunning nearby enemy units. Lasts a few (1/1.33/1.66/2) seconds.
Liquid Fire: Jakiro burns his enemies in an area of effect with fire added to his attack, dealing damage (10/15/20/25) per second and slowing their attacks (20%/30%/40%/50%). Lasts 5 seconds.
Macropyre: Jakiro lays down a line of flame in front of him, dealing damage (100/140/180 per second) to enemy units in a wide area of effect. Lasts 7 seconds.
Roles: Nuker, Pusher, Lane Support, Disabler
Diabolic Edict: Saturates the area around Leshrac with magical explosions that deal composite damage to enemy units and structures (for a maximum of 400/800/1200/1600 damage to a single target). The less units available to attack, the more damage those units will take. Lasts 8 seconds.
Lightning Storm: Summons a lightning storm that blasts the target enemy unit, dealing damage (80/145/205/265) then jumping to nearby enemy units. Number of jumps increases (4/6/7/8) with level.
Pulse Nova: Creates waves of damaging energy around Leshrac, one per second, to damage nearby enemy units. Deals (66/100/144) damage per second and costs (20/40/60) mana per second to keep toggled.
Roles: Nuker, Pusher, Disabler, Support
Ice Armor: Creates a shield around the target friendly unit, which adds armor (3/5/7/9) and slows movement (30%) and attack speed (20%) of attacking melee units. Lasts 40 seconds.
Sacrifice: Sacrifices a friendly creep and converts a percentage (15%/30%/45%/60%) of its current HP into mana for Lich. Cooldown decreases (35/30/25/20 seconds) with level.
Chain Frost: Releases an orb of frost that bounces up to 7 times, slowing movement (30%) and attack speed (20%) of the enemy units and damaging (280/370/460) them. The first target is mini-stunned.
Roles: Support, Lane Support, Nuker
Light Strike Array: Summons a column of flames that damages (90/150/210/280) and stuns enemies for 1.6 seconds.
Fiery Soul: Grants bonus movespeed (4%/5%/6%/7%) attack speed each time Lina casts a spell. Stacks with itself, to a maximum of 3 stacks. Lasts 7 seconds.
Laguna Blade: Fires off a bolt of lightning at a single enemy unit, dealing massive damage (450/675/950).
Roles: Nuker, Disabler, Support
Hex: Transforms an enemy unit into a harmless beast, with all special abilities disabled. Duration (1.75/2.5/3.25/4 seconds) increases with level.
Mana Drain: CHANNELED - Absorbs the magical energies of a target enemy unit by taking mana (20/40/60/120) from it every second. Lasts 4 seconds.
Finger of Death: Rips at an enemy unit, trying to turn it inside-out. Deals massive (500/650/850) damage.
Roles: Nuker, Disabler, Support, Lane Support
Teleportation: Teleports to any point on the map. Casting takes 3 seconds; cooldown decreases (50/40/30/20 seconds) with level.
Nature's Call: Converts an area of trees into Treants. Treants last 60 seconds, have 550 HP, and deal 21-23 damage. Number of Treants spawned (2/3/4/5) increases with level.
Wrath of Nature: Powerful energy bounces around the map, damaging (140/180/225) enemies close to the cast point that are in vision. Each enemy hit beyond the first adds 7% damage, up to a maximum of 16 targets.
Roles: Jungler, Pusher, Carry, Escape
Heartstopper Aura: Necrolyte stills the hearts of his opponents, causing nearby enemy units to lose a percentage (0.6%/0.8%/1.0%/1.2%) of their max health over time.
Sadist: Necrolyte regains mana for every unit he kills. At level 4, Necrolyte gains 600 mana for killing an enemy hero, and 60 mana for killing an enemy creep.
Reaper's Scythe: Stuns the target enemy hero for 1 second, then deals damage based on how much life it is missing (0.4/0.6/0.9 damage per point of HP missing).
Roles: Support, Durable, Carry
Ignite: Drenches a target in volatile chemicals, causing it to burst into flames. The target is in immense pain, taking damage (26/32/38/44 per second) and moving more slowly (20%/22%/24%/26%). Duration increases (4/5/6/7 seconds) with level.
Bloodlust: Incites a frenzy in a friendly unit, increasing its movement speed (6%/9%/12%/15%) and attack speed. Lasts 30 seconds.
Multi Cast: Enables the Ogre Magi to rapidly cast his spells, giving them greater potency. Gives a chance to cast a spell multiple times in one cast. Increases Fireblast's mana cost and decreases its cooldown, adds an area of effect to Ignite and reduces Bloodlust's cooldown and increases its area of effect. Grants a chance to Multi Cast two (25%/40%/50%), three (0%/20%/25%), or four (0%/0%/12.5%) copies of the cast spell.
Roles: Nuker, Disabler, Durable
Astral Imprisonment: Places a target allied or enemy hero into an astral prison for a few (1/2/3/4) seconds. The hidden hero is invulnerable and disabled. When cast on an enemy Hero, Harbinger temporarily steals intelligence (2/4/6/8) from that hero for 60 seconds.
Essence Aura: Whenever nearby allied Heroes or Outworld Destroyer itself casts a spell, it gains a chance (10%/20%/30%/40%) to restore 25% of its mana pool. Outworld Destroyer also passively gains a bonus to its base mana pool (75/150/225/300 additional mana). Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
Sanity's Eclipse: Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence (8/9/10 per point of intelligence). If the intelligence difference is under a threshold (10/30/50), the affected Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment. If an enemy hero has the same or higher Intelligence than Outworld Destroyer, Sanity's Eclipse has no effect.
Waning Rift: Puck releases a burst of faerie dust that deals damage (60/120/180/240) and silences (0.75/1.5/2.25/3.0 seconds) enemy units nearby.
Phase Shift: Puck briefly shifts into another dimension where it is immune from harm. Channels for a few (0.75/1.5/2.25/3.25) seconds.
Dream Coil: Creates a coil of volatile magic that latches onto enemy Heroes, stunning them for 0.5 seconds and damaging (100/150/200) them. If the enemy hero stretches the coil by moving too far away, it snaps, dealing additional damage (100/150/200) and stunning (1.5/2.25/3 seconds).
Roles: Initiator, Nuker, Disabler, Escape
Decrepify: A powerful banishing spell that slows a unit by 50% and renders it unable to attack or be attacked. Afflicted units take 40% extra magic damage. Duration increases (2/2.5/3/3.5 seconds) with level.
Nether Ward: Pugna places a nether ward that fires mana flares at enemy heroes who dare to cast spells, while also decreasing their mana regeneration. Nether Ward deals damage (0.75/1/1.25/1.5) equal to the damage multiplier times the mana spent by the enemy hero. Lasts 25 seconds or until its HP (75/150/225/300) is depleted.
Life Drain: CHANNELED - While channeling Life Drain, Pugna siphons HP (120/160/200 per second) of the target enemy unit. Lasts 10 seconds.
Roles: Nuker, Pusher, Support
Queen of Pain
Blink: Short distance teleportation that allows Queen of Pain to move in and out of combat. Cooldown decreases (12/10/8/6 seconds) with level.
Scream of Pain: The Queen of Pain lets loose a piercing scream around her, damaging (85/165/225/300) nearby enemies.
Sonic Wave: Creates a gigantic wave of sound in front of Queen of Pain, dealing heavy damage (350/475/600) to all enemy units in its wake.
Roles: Nuker, Escape, Carry
Fade Bolt: Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage (75/150/225/300) and reducing their attack damage. Lasts 10 seconds.
Null Field: Rubick's mastery of the arcane protects his allies against weaker magics, granting them bonus magic resistance (5%/10%/15%/20%) against spells.
Spell Steal: 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. Duration increase (3/4/5 minutes) with level.
Roles: Disabler, Pusher
Soul Catcher: Curses a random enemy in an area to take increased damage (20%/30%/40%/50%). The bonus damage is dealt as a separate instance of damage. Units under the effect of Disruption can still be affected by Soul Catcher. Lasts 12 seconds.
Shadow Poison: Deals damage in a line, and afflicts enemy units with a poison effect. The poison deals 1/2/4/8 times the stack damage (20/35/50/65) based on the number of stacks on the target, up to 4 stacks. Additional stacks cause 50 damage each. This deferred damage is dealt when Shadow Poison's duration is expired, or the Release sub-ability is used. Lasts 10 seconds.
Demonic Purge: Purges the target enemy unit, removing positive buffs, and slowing the target for the duration. The unit slowly regains its speed until the end of the duration, upon which damage (200/300/400) is dealt. Units under the effect of Disruption can still be affected by Demonic Purge. Lasts 5 seconds.
Roles: Nuker, Disabler, Support
Hex: Transforms an enemy unit into a harmless creature, disabling their attacks and abilities. Lasts a few (1.25/2/2.75/3.5) seconds.
Shackles: CHANNELED - Magically binds an enemy unit so that it cannot move or attack, while dealing damage over time (40 damage per second for 2.5/3.25/4/4.75 seconds).
Mass Serpent Ward: Summons 8 serpent wards to damage (39-43 / 54-58 / 69-73) enemy units and structures. The wards are immune to magic, and have a small area of splash damage that increases per level. The wards last 45 seconds or until theyre destroyed.
Roles: Pusher, Disabler, Nuker, Support
Glaives of Wisdom: Silencer enchants his glaives with his wisdom, dealing additional damage based on his Intelligence (30%/45%/60%/75%).
Last Word: Enemy heroes nearby will be silenced whenever they cast a spell. Silence lasts a few (0.75/1.5/2.25/3) seconds. If an enemy hero dies while in range of Last Word, Silencer will permanently steal 1 Intelligence from that hero. If Silencer is the killer, he will steal 2 Intelligence.
Global Silence: Silencer stops all sound, preventing enemy heroes and units on the map from casting spells. Duration increases (3/4/5 seconds) with level.
Roles: Support, Initiator, Carry
Electric Vortex: A vortex that pulls an enemy unit to Storm Spirit's location for a few (1/1.5/2/2.5) seconds; also slows the Storm Spirit by 50% for 3 seconds.
Overload: Casting a spell creates an electrical charge, which is released in a burst on Storm Spirits next attack, dealing damage (30/50/70/90) and slowing movespeed (80%) and attack speed (50%) of nearby enemies.
Ball Lightning: Storm Spirit morphs into volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The mana activation cost is 15+7% of his total mana pool, and the cost per 100 units traveled is 10+1% of his total mana pool. Damage is expressed in damage (8/12/16) per 100 units traveled.
Roles: Carry, Initiator, Disabler, Escape
Heat-Seeking Missile: Launches a pair of rockets at the nearest visible enemy heroes within 2500 range, damaging (100/175/250/325) them.
March of the Machines: Enlists an army of robotic minions to destroy enemy units in an area around Tinker. Lasts 6 seconds, summoning robots that explode for (16/24/32/40) damage each.
Rearm: CHANNELED - Resets the cooldown on Tinker's items (with some exceptions) and abilities. Channeling time decreases (3/2/1 second) with level.
Roles: Nuker, Pusher
Shadow Word: The Warlock whispers an incantation, healing a friendly unit or damaging an enemy unit over time (10/20/30/40 damage/health a second). Lasts 9 seconds.
Upheaval: A powerful slowing current that grows stronger as it's channelled. Lasts up to 10 seconds, slowing enemies up to 84%. Enemies are slowed for 3 seconds after leaving the area or the spell ends.
Chaotic Offering: Summons a Golem from the depths, dealing 100 damage and stunning enemies for one second. The Golem lives 60 seconds, takes reduced damage from spells, and has Permanent Immolation (burns nearby units for 30/40/50 damage each second) and Flaming Fists (60% chance to deal 100/150/200 bonus damage on attack).
Roles: Initiator, Disabler, Support, Lane Support
Powershot: Windrunner charges her bow for up to 1 second for a single powerful shot. The arrow deals damage to enemy units and destroys trees in its path. Damage (120/200/280/360) is greatest on first target, and reduces by 10% for each target it pierces thereafter. If the channeling is cancelled early, the shot will still occur but deal less damage.
Windrun: Increases movement speed by 50% and adds evasion from all physical attacks, while slowing movement (8%/16%/24%/30%) of nearby enemies. Lasts a few (2.75/3.5/4.25/5) seconds.
Focus Fire: Windrunner channels the wind, gaining maximum attack speed on the enemy unit or structure, although with reduced damage (50%/40%/30%), including damage from unique attack modifiers and item effects. Once Windrunner switches targets, the speed is lost. Lasts 20 seconds.
Roles: Disabler, Nuker, Support, Escape
Voodoo Restoration: Witch Doctor focuses his magic to heal nearby allied units. This is a toggled ability, which costs (25/50/75/100) mana to activate initially, then (8/14/20/26) mana per second after that. Heals (16/24/32/40) HP per second.
Maledict: Curses all enemy Heroes in an area, causing them to take damage (5/10/15/20) every 4 seconds, adding bonus damage for every 100 HP lost since the curse began. Lasts 12 seconds.
Death Ward: CHANNELED - Summons a deadly ward to attack enemy heroes. The Death Ward has attack range of 700, and attacks every 0.3 seconds for (60/90/120) damage. Level 3 Death Ward has multishot and attacks multiple targets. Lasts 8 seconds.
Roles: Support, Disabler
Lightning Bolt: Summons a bolt of lightning to strike an enemy unit, causing damage (100/175/275/350) and a ministun. Lightning Bolt also provides True Sight around the target in a radius of 900.
Static Field: Zeus shocks all nearby enemy units whenever he casts a spell, causing damage proportional (5%/7%/9%/11%) to their current health.
Thundergod's Wrath: Strikes all enemy heroes on the map with a bolt of lightning, dealing massive damage (210/335/460). Thundergod's Wrath also provides True Sight around each hero struck. If an enemy hero is invisible, it takes no damage, but the True Sight is still created at that hero's location.
Roles: Nuker, Support
Wex: Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed. Can be leveled 7 times, with a maximum of 3 instances.
Exort: Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage. Can be leveled 7 times, with a maximum of 3 instances.
Invoke: Combines the properties of the three elements currently being manipulated, creating a new spell at the Invoker's disposal. The invoked spell is determined by the combination of Quas, Wex and Exort. Past level 2, Invoke allows two available invoked spells at a time.
Cold Snap (3 Quas): Invoker draws the heat from an enemy, chilling them to their very core for a duration based on Quas. Further damage taken in this state will freeze the enemy again, dealing bonus damage. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.
Ghost Walk (2 Quas, 1 Wex): Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies based on the level of Quas, and slows Invoker as well based on the level of Wex.
Ice Wall (2 Quas, 1 Exort): Generates a wall of solid ice directly in front of Invoker for a duration based on the level of Quas. The bitter cold emanating from it greatly slows nearby enemies based on the level of Quas and deals damage each second based on the level of Exort.
EMP (3 Wex): Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after a duration based on the level of Wex. The detonation covers an area, draining mana based on the level of Wex. Deals damage for each point of mana drained.
Tornado (2 Wex, 1 Quas): Unleashes a fast moving tornado that picks up enemy units in its path, suspending them helplessly in the air shortly before allowing them to plummet to their doom. Travels further based on the level of Wex. Holds enemies in the air for a duration based on the level of Quas. Deals damage based on the levels of Quas and Wex.
Alacrity (2 Wex, 1 Exort): Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of Wex and their damage based on the level of Exort.
Sun Strike (3 Exort): Sends a catastrophic ray of fierce energy from the sun at any targeted location, incinerating all enemies standing beneath it once it reaches the Earth. Deals damage based on the level of Exort, however this damage is spread evenly over all enemies hit.
Forge Spirit (2 Exort, 1 Quas): Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, health, and armor are based on the level of Exort while attack range, mana, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. If both Quas and Exort are level 4 or higher, Invoker will create two spirits instead of one.
Chaos Meteor (2 Exort, 1 Wex): Ability invokes if Invoker has 2 Exort and 1 Wex instances. Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage based on the level of Exort, and rolling further based on the level of Wex. Units hit by the meteor will also be set on fire for a short time, receiving additional damage based on the level of Exort.
Deafening Blast (1 Quas, 1 Wex, 1 Exort): Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides based on the level of Exort. The sheer impact from the blast is enough to knock those enemy units back for a duration based on the level of Quas, then disarm their attacks for a duration based on the level of Wex.
Roles: Carry, Initiator, Nuker, Escape