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By Lucas Sullivan published 28 June 2012

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Outworld Destroyer

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.

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Roles: Carry
Difficulty: Hard

Puck

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).

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Roles: Initiator, Nuker, Disabler, Escape
Difficulty: Hard

Pugna

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.

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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
Difficulty: Hard

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
Difficulty: Medium

Rubick

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
Difficulty: Hard

Shadow Demon

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
Difficulty: Hard

Shadow Shaman

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
Difficulty: Easy

Silencer

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
Difficulty: Easy

Storm Spirit

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
Difficulty: Medium

Tinker

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
Difficulty: Medium

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Lucas Sullivan is the former US Managing Editor of GamesRadar+. Lucas spent seven years working for GR, starting as an Associate Editor in 2012 before climbing the ranks. He left us in 2019 to pursue a career path on the other side of the fence, joining 2K Games as a Global Content Manager. Lucas doesn't get to write about games like Borderlands and Mafia anymore, but he does get to help make and market them. 

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