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