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