We're still working on mobile styling for the site. Most things are going to look janky at best.

Patch 0.9: Twinblast Arrives!

July 11, 2023

Welcome to the gun show.

Patch V0.8 - Greystone Releases!

June 13, 2023

Greystone charges into battle.

Balance Patch 0.7.2 Now Live

May 30, 2023

Further hero and crest rebalancing.

Predecessor Patch 0.7

May 12, 2023

Sweeping nerfs to crests and sustain.

Morigesh coming to Predecessor!

May 10, 2023

Voodoo haunts the middle lane in May.

Shinbi Jungle Full Guide

Shinbi build by KronoKinesis 2,626

predecessor.pro/builds/1705280106-shinbi-jungle-full-guide

Introduction

This is a comprehensive guide meant to help you understand and succeed with the hero regardless of your level of experience in the Jungle. If you are already familiar with the hero or the role and just want to know about the build and how to use it, a quick guide is provided as well. Shinbi is a high-mobility assassin with good damage, wave clear and sustain. She has a damage-on-hit passive, a damaging shield, a long-range poke and a finisher for her ult as well as a double dash. This all combines into a sticky Magic Power bruiser playstyle that is rewarded for staying in the fight longer and sticking to her opponents. This build will help you succeed with her in the jungle, and the guide will explain the reasoning behind each decision.

Ability level order

01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18

Crest Selection

Occult Crest

+10 Magical Power

Occultist: Restore 3 health each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 4 health when killing an Enemy Unit. Upon restoring 200 health, evolves into Warlock Crest.

Creep Slayer: Deal 20 extra basic damage to Minions.

Typhoon

+25 Magical Power
+15% Attack Speed
+4% Omnivamp

Cyclone: Basic attacks grant a stack of Cyclone for 3s, increasing your attack speed by 3 (+3% Magical Power)%. Cyclone stacks up to 4 times.

Active - Mirage: When at maximum stacks of Cyclone, dash a short distance - 20s CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Item Build

Starter Items

Early Game Items

Mid Game Items

Late Game Items

Full Guide

I DON’T WANT TO READ ALL OF THIS

Then don’t. I’ll explain the basics quickly for those of you who already know what to do. If you are new to Shinbi or the jungle, skip this section.

Start with Codex and clear your jungle camps fast. When you are level 5 head back and buy a Blood Tome and anything else you can afford that builds towards Lifebinder. If you get an early kill you might be able to afford a second Blood Tome, but you don’t need it.

Sneak a Fangtooth kill solo. You can do this without any problems with that Blood Tome. Once Lifebinder is done, build into Prophecy and enjoy your first major power spike when it is done. Typhoon will help a lot with those two items as well. As you continue to build you will be able to solo Fangtooth at every stage of the match, as well as Mini Prime should you find the opportunity.

Next is Oathkeeper and Magnify for the great passives and stats they offer. You will be getting a lot of extra Ability Haste and Attack Speed from them as well, since our first two items grant bonus stats for everything else we are building. Last item to build is situational but I almost always go with either World Breaker or Oblivion Crown, depending on whether I need to be more sticky or have more burst damage.

This build does have mana sustain issues, so be careful during extended teamfights because you can easily find yourself without any mana to cast your ult or even dash away. Sneaking the first Fangtooth helps a lot with this so you can rely on your Blue Buff for longer. If you want to read about more specific reasoning for each item choice, as well as a selection of situational items, skip down to ‘the build’ section below.

 

MY NAME IS SHINBI AND I LIKE TO WINBI

So you've decided to play Shinbi and take her into the Jungle. Good choice! Shinbi is an incredibly effective assassin that can secure kills from well outside the range of many other assassins with her Ultimate. She is hard to either catch or escape from and when built properly can trade with nearly anyone as long as she isn't behind. But how do we accomplish this? First let's look at her abilities.

 

THE BASICS

Her passive is Biting Melody. This provides extra damage on an auto-attack, as well as x4 extra damage and applying a stack of Track every 16-7 seconds depending on level. On top of this, successfully hitting an enemy hero with an ability lowers the cooldown by 1 second for each ability hit. This means that she benefits tremendously from extra attack speed, synergizes with any other damage-on-hit effects, and can proc this extra damage much more often with good Ability Haste.

Her basic attack is Cutting Edge, a melee slash that scales with physical power. It is the only thing that uses physical power and we won't be building that stat at all.

Her right-click is Rushing Beat. She can dash forward in the direction she is looking and then do it again for no mana cost within the next 3 seconds. It also damages enemies you pass through and applies a stack of Track on them. This is your tool for chasing or escaping. An important thing to note with this ability is that you do not fall while dashing, and can use the second dash mid-air. That means that there are many spots on the map you can dash over that other people can't get to, such as dashing from the staircase behind Fangtooth directly into the lair, or dashing from the Red Buff platform directly into the fog wall next to T2. Abuse this!

Her Q is Line Tempo. This sends out a wolf to damage the enemy at long range, but is very dodgeable. You can open with this as you run into melee range, and hit fleeing enemies with it to apply more damage and stacks of Track before you finally use your ult. Also use it as often as you can while trading since it deals more damage than an auto-attack. The cooldown on this ability is incredibly low and benefits tremendously from Ability Haste.

Her E is Circle Rhythm, which gives her a significant HP shield and damages everyone around her, while rapidly applying stacks of Track. It then gives her the same HP shield again. This is your bread-and-butter ability, it should be leveled up first and will be the main source of your sustain as well as providing stacks for your finisher. Similar to Line Tempo, this cooldown is also somewhat low and Ability Haste will allow you to cast it multiple times in a fight.

Her ultimate is All-Kill, a strong finisher with unlimited range that does more damage the more you have hit an enemy before casting it. All of her abilities apply stacks of Track to an opponent, up to 8, and when cast the enemy with the most current stacks will take damage based on how many stacks they have. Don't wait too long though because after 8 seconds of not taking ability damage from you, all the stacks disappear. This means she benefits from being sticky in a fight, i.e. the more time you have to damage your opponent the more damage your finisher will ultimately do.

Put all this together and you have a very effective assassin. Flank into a fight, deal a lot of damage with your Q and E, then chase them down as they flee from the sudden burst. Even when this fails, your ult can secure the kill anyway. There is nothing more satisfying than watching someone flash away from you and then die to an All-Kill.

 

THE JUNGLE

Now that we understand Shinbi's abilities and how they combo together, how do we use them in the jungle?

The basics of the role are the same for her as most junglers, but will differ slightly because of the build we are using. I'll talk more about that later.

Starting Off

Buy a Codex as your starting item. The first thing a jungle Shinbi wants to do is take Blue Buff. Use the time before it spawns to ward somewhere you think the enemy might come through to steal or invade, like the river. We will have mana sustain problems, but this will largely be remedied by Blue Buff and timing when you go back to base correctly - if you rotate well, you'll only be forced to go back for mana when you have plenty of gold to spend anyway.

Take your E first so you can stay healthy while clearing the first few camps. Use your Hunt item on the Blue and Red buffs. Clear them as fast as you can - obviously if there is an opportunity for an early gank you should go for it, but Shinbi has some trouble securing kills before she has her ult as there is not enough burst damage early game to gank successfully without it unless the enemy laners already used their flash or are very out of position. Ganking before level 3 when you do not yet have your dash is almost always a complete waste of time.

Don’t just stand there and slug it out with jungle camps when you clear them. Try to back up and circle around them between your basic attacks so that they are forced to run to you between their own attacks, therefore attacking you less and causing less damage per camp. Practice the timing so that you never miss your own basic attacks while doing this. You should also be abusing the cooldown reset on your basic attacks, using abilities immediately after landing an basic unless it is your Q as you approach a camp. This will allow you to deal more damage in the same amount of time by not interrupting your basics with ability channels. Always abuse this when clearing camps.

In case it was not clear enough, I will say it again. ALWAYS ABUSE THIS WHEN CLEARING CAMPS. The more efficient you are with your damage, the faster you will clear a camp. The faster you clear a camp, the more health you will have when leaving it. And the more health you have, the more ganks you can set up. This is less important once we reach mid-game and you can clear camps without taking damage at all, but it is very important in early game to manage this.

You should be able to clear both sides of your jungle within the first five minutes. If you can get a kill during this time, that is fantastic but not entirely necessary. If you don’t manage to get a kill you may have to go back to the blue side of your jungle and clear another camp or two, the goal is to get to level 5 before your first back.

Early Game

Now we can move on to the point of this build, which is sneaking a Fangtooth kill solo. This is the reason we build Codex into Blood Tome first. With an early kill you should be able to afford two of them, but just one is enough to sneak the Fangtooth. The Magical Lifesteal paired with her E will provide you with all the damage and sustain you need to kill it by yourself. Make sure you have both charges of Hunt saved for this; use one charge shortly after you start, save the other for securing the kill, and be sure to ward so you can bug out if the enemy jungler catches you doing it. Remember to watch the lanes too, if the enemy duo suddenly makes their way into the jungle then you are likely getting collapsed on. If you've managed your time well you should be doing this at just about 6 minutes, and have the first Fangtooth buff by 7 minutes into the match. This will allow you to more heavily rely on Blue Buff for your mana sustain and have more freedom in choosing when to back.

You should be gaining your Ult and upgrading your crest to Typhoon shortly after this, which means you can start being more aggressive. Now you can gank more confidently, but leave Fangtooth as your top priority. Controlling Fangtooth and soloing it every single time it is up is an incredibly powerful strategy that denies the enemy many important buffs and gold while providing your own team with early ramp and objective control. Provided you follow the item build you can even solo Primal Fangtooth at its strongest, which is also very powerful in that you can take important late-game objectives without pulling your laners away from their positions, providing extreme pressure across the entire map. You can even solo Mini-Prime and - if you are fed - Orb Prime is not out of the question to solo either.

That being said, how do we gank? The process for Shinbi is rather simple. First, identify whether or not a gank is possible - This part is probably the hardest part to master and will mostly rely on your raw experience with Shinbi and how she matches up against other heroes at every stage of the game. Pay attention to the scoreboard to see who is strong compared to you and be careful about ganking such players. On the same token, any players that are weak compared to you should be aggressively punished whenever they are out of position. Only move in to gank when you are sure you cannot extract more value elsewhere on the map, for example by taking an objective or just continuing to farm. Either way you never want to gank if you are unsure it will work (unless you are still learning), as a failed gank means you have 1) wasted your time that the enemy jungler is farming with, 2) wasted your laner's time they could have been farming with, and 3) splitting any of the passive minion XP in lane during your failed gank, putting your laners even farther behind.

The only situation in which you should go to a lane without getting a kill is if your laner desperately needs relief. Don’t ignore their calls for help when they are being pushed up to tower and at 100 health or less - they need to back and you can prevent them from losing their tower while they do so. Otherwise, just keep farming or look at sneaking a Fangtooth or Mini-Prime kill. Making sure that you are maximizing the value of every second you spend on the map is of top priority, even more so for junglers than the rest of your team. Much of the time this means ignoring a completely gankable lane because you cannot get to it in time, or because you want those enemy laners busy while you take an objective, or because you know the gank will end in a stalemate, or many other reasons.

Your laners will flame you. Let them. Your job is to help secure objectives, not explain every detail of your actions and get everyone to agree with them.

So how do we identify a gank opportunity? As a rule of thumb, you usually want about half a lane of distance between the enemy and their tower to secure a kill if they are at full health. Some matchups will demand more or less distance, you will learn this with time. But if you have your ult and there is at least this amount of distance, you can usually succeed with a gank. Try to flank in behind them. Shinbi always wants to be flanking, whether it's a lane gank or teamfight or any other situation; pushing with her head-on is usually a waste of your time, and she fares very poorly trying to enter teamfights while the enemy tank is looking at her. Now that you have pinched your enemy between your laners and yourself, move in for the kill.

Now - and this is very important, do not ignore this tip - walk, don't dash, into the fight. If the enemy uses their mobility after you have used yours, the gank will almost assuredly fail. Use your dash to catch them after they are trying to escape, preferably dashing through them so you can apply another stack of Track and body block them for a second or two. Saving your dash also means you can bail in case you need to leave the fight. Open with your Q as you approach, then use your E as soon as you are in melee range. Keep hitting Q and E every time they are up and slice away with your autos. Then, if the enemy still manages to escape to their tower after all of that, press R and finish them off.

When, exactly, should Shinbi cast her ult? There are two general situations; either cast it very early or as late as possible. If you misjudge your opponent and are going to lose the trade without some extra damage in the middle of the duel, then use your ult early. In such a situation you are very likely going to die anyway and the cooldown on the ult is short enough that it's worth trying to save yourself with it even if it fails, while the extra magical damage will also give you a chunk of health back since we build magical lifesteal which can help you win the trade. If your opponent is outclassed and trying to run from you, don't use it until they have fully and successfully escaped from you. The reason for this is that oftentimes you won't have all 8 stacks of Track by the time the enemy has reached safety, but you can still poke them with your Q for a bit of extra damage and another stack of Track, which will increase the likelihood that the ult will actually finish them off.

Mid Game

Now that you know how to gank and how to control jungle objectives, what's next? Keep building your items and get more aggressive when you have Prophecy, your first power spike. Mid game you should be looking for any opportunity to steal jungle camps from the enemy jungler. Shinbi has a very fast camp clear when she has her abilities and first item, so this is fairly safe to do as long as you know where the other jungler is. Alternatively, Shinbi can simply win most duels against enemy junglers so if you know the enemy laners can't collapse on you in time then just invading frequently is an option as well. There are a few matchups where this is not ideal, which I will go over later, but in most cases Shinbi can very successfully harass her enemy jungler. Remember to leave one (small) minion alive in the larger camps so they don’t reset and you can deny the enemy jungler a lot of farm this way. Try to keep your own camps always on respawn timer so you don’t miss out on gold or XP yourself, and gank as much as you can. Don't stop controlling Fangtooth whenever you can and take Mini Prime if you manage to create an opportunity for it.

Late Game

Late game the ganks will slow down a lot as people start grouping up more, but you should still be flanking. Keep building your items and backing only when you have a significant amount of gold to spend. We mostly want the passives from these items though so if you have enough to finish one, even if you are only spending 100 gold, immediately do it. Don't siege with your team unless they absolutely need you to secure the tower/inhibitor, it's better to split-push with Shinbi instead. If your team is not sieging, or your team is getting sieged, coordinate with your team to engage right as you flank them from behind and take out their mage or carry. When timed right you can easily wipe teams this way. Timed poorly, you give the enemy a free kill! Practice a lot to know your limits and when you can push those limits to secure a teamfight. At this phase, don't be afraid to die if it means you win the trade - rushing in to kill the carry and mage, then dying yourself, is still a very good play since it means the rest of your team can easily mop up now that the enemy comp has no more damage and then they can push a lane or take an objective.

Always remember - kills are the means, not the ends. You want to snowball to help your team win teamfights and secure objectives, not for the kills themselves. If you have a choice between getting a kill/surviving the fight or securing an objective, always choose the objective.

 

ADVANCED TACTICS

Now that you have the basics of jungling with Shinbi, it's time to talk about some of the trickier maneuvers she can pull.

Stealing

Shinbi is particularly suited to stealing objectives. With high mobility and the possibility to go over certain walls, she can suddenly appear in the Fangtooth/Orb Prime pit as an enemy team fights it and use Hunt to take the last-hit, giving her team the buff instead of the enemy team. This tactic works best when the enemy jungler is not there to contest it, but it can still be done if you desperately need to steal an objective.

The basics of this tactic rely on your jungler item. Hunt can deal 500 true damage against neutral monsters, while Wild Hunt deals 1000 true damage. It is cast instantly. This means that if you time it well, you can flash or dash into range of Fangtooth or Orb Prime to cast it when the monster is at or below 500 or 1000 HP respectively, giving you the last-hit and therefore giving your team the buff for the objective before the enemy can react.

When the enemy jungler is contesting the objective as well this becomes more a test of who has better reflexes since they also have the Hunt item and will most assuredly use it the instant it will last-hit the objective to prevent you from stealing it. As I mentioned before though, this incredibly risky and desperate play can still sometimes be worth it if letting them get the objective will then allow them to end the match. If you are going to lose once they have that Orb Prime buff, you might as well try.

For both Fangtooth and Orb Prime, there is a small gap in the upper part of the wall and a platform nearby with which Shinbi can dash from and into the pit. Since the enemy team cannot see you from the other side of the wall, as long as they have not warded there then you can reliably enter the pit as a surprise and steal the objective. If your flash is still up and you are quick enough, you can even flash back out and survive!

Diving

With her shield, dash, and ultimate, Shinbi can dive fairly well.

What is diving exactly? This means running under an enemy tower and taking the damage from its shots in order to secure a kill and then escape to not die yourself. This is not a tactic you should do without knowing her limits extremely well, but can be a very valuable tool when you pull it off successfully. If this sounds difficult, that's because it is! But Shinbi has a few options at her disposal to help with this.

Whenever an enemy has survived a trade and made it to the safety of their tower, consider diving them. This should only be done if 1) you are healthy, 2) you can kill them in a few seconds or less, and 3) most or all of your abilities are not on cooldown. Like ganking, walk to the enemy and save your dash. The tower won't hit you until you have applied some form of damage to them while in its range, so abuse this to hit them with your Q as you approach before in the tower's range, then get as close as possible before dealing more damage. Use your E to survive a bit of extra damage from the tower as well as apply more stacks of Track to your enemy, then dash through them and out of tower range once it is about to kill you. You can then use your ultimate to finish them off if all of that was not enough.

The reason this tactic is so risky if you don't know your limits is because it is easy to overstay. You truly don't have a lot of time to kill someone under their own tower and once you commit to the dive it feels like a waste to back out before securing the kill, but you should be more cautious than aggressive when doing this. One well placed CC, one enemy rotating that you didn't notice in time, one second too long under their tower and you will die for your efforts with nothing to show for it. So if it feels like the dive is getting risky, just bail early - a failed dive is still much better than a free kill for the enemy.

Backdooring

Your team and the enemy are in a stalemate. Nobody can definitively win teamfights, everyone backs off from Orb Prime because only two people are left to take it on either side after contesting, and pushing seems fruitless. But not to worry, because you know how to backdoor!

What is backdooring? In essence, you take advantage of an opening to push a lane by yourself while your own team plays defensively. Usually this is done while an inhibitor is down and the enemy core is at low health, so us Shinbi junglers can take advantage of our shields and high attack speed to bust down the enemy core before they can recall and fight us off. But we can still do this to quickly take a tower or inhibitor in the same fashion, since our girl has such insanely good wave clear.

Either way the process is the same - coordinate with your team so they know to play defensively. Have them push a lane and force the enemy team to respond. Hopefully the entire team shows up for this, causing a 4v5 while you are off sneaking through the jungle. As long as your team knows what is happening, they can play defensively and on the retreat, making the enemy team think they are successfully pushing. Meanwhile, you suddenly show up at a tower/inhibitor/core and hurt it so fast that the person they send to respond doesn't have time to stop you, and your team turns up the aggression as they try to recall and staggers them in lane.

If the core is open but at full health, this likely will not work - you need a wave with you to lower the core's resistances enough to have the damage for this. If the core is open and at around 30% health or lower, proceed directly to it in the path that gives the enemy team least vision on you and bust it down while they are busy. If the core is not open, then proceed to the lane that is pushed farthest to the enemy side and clear waves with extreme prejudice. Unless you have to work all the way across the map, our high attack speed means we can usually take that tower or inhibitor when we get there even if enemies arrive to defend it - remember that towers/inhibs will only target you if you damage an enemy hero in their radius and will otherwise focus the minions first, so if you circle around it while an enemy tries to push you off, you can keep it between the two of you and completely prevent them from stopping you before it's gone. Then you can either leave and rejoin your team, or simply kill the poor fool who came to defend a tower and now has none.

 

THE BUILD

The reasoning for the itemization on this build is very specific. Feel free to switch out items or build order, but your mileage may vary. The main focus of this build is to stack Attack Speed and On-Hit effects, while getting some nice synergy out of Max Health and Magical Power for more Ability Haste.

Occult Crest is the only real viable option for Shinbi junglers, as the health is far more valuable to her than the mana from Magician Crest and the evolutions are much more useful as well. Obelisk can provide some nice burst and overall higher Magic Power, while Tempest provides us with a lot of stats we want - Max Health, Ability Haste, Magic Power and an active that provides even more sustain and damage. However, I've noticed that Typhoon provides the most synergy here.

The extra attack speed compounds all the value from on-hit effects both her passive and the build provides, and the extra dash and omnivamp are tremendously useful for remaining sticky and having good sustain. I've tried them all and found Typhoon to be the most effective, but all are viable options.

Codex comes first since it means we can build a Blood Tome earlier for the cheeky Fangtooth stealth clear. As I mentioned earlier, it's possible to start that clear with two of them if you managed to get an early kill, but you only need one.

Lifebinder should be built as soon as possible. Starting with Prophecy gives more damage but a lot less sustain, and therefore makes you a lot less sticky, which seems to be the more important factor in whether or not an early Shinbi gank is successful. Also, sneaking Fangtooth without an early Blood Tome is very difficult which is one of the main points of this build. You will not scale very well until you have Prophecy, but you won't scale poorly either and if done successfully you will have strong objective control while still benefiting from great itemization by mid-game and beyond.

Prophecy as your second item is your first major power spike. Every item you build after this will provide you with many extra bonus stats between the passives of our first two items, and you now have a lot of sustain and damage to work with. By this point you should also have Typhoon up, probably right after you finish Lifebinder, and these three items together will make you a sticky bruiser nightmare with much more HP than her health bar seems to indicate due to the high sustain.

The next two items we go for are Oathkeeper and Magnify for the extra On-Hit effects, Magical Power, Max HP and Attack Speed. These items are your second major power spike. The Magical Power and Max HP will further increase our Ability Haste from Lifebinder, and the extra Ability Haste will further increase our Attack Speed from Prophecy! Since our cooldowns are so low and we are casting our Q and E many times in a fight, Oathkeeper is dealing a lot of extra damage for us. And since our Attack Speed at this point is around or above 200%, Magnify is providing us with an incredible increase in damage as well. Since we are dealing damage so fast now, it also means the Magical Lifesteal we have is doing a lot of work by this stage, making us able to clear two or three jungle camps to quickly go from 1 HP to full! Or more importantly, providing us with a lot more HP than the opponent we are fighting thinks we have and causing them to overstay and give us the kill. The order in which you build these does not seem to matter much, but I usually go with Oathkeeper first just for the Ability Haste spike it provides.

The last item is more situational than the others, and should be either World Breaker or Oblivion Crown. At this point there are not many other items we can take that will synergize with the rest of our build very well, so we want to go for maximum value. World Breaker is a good choice if the enemy team has a lot of CC and you are having trouble surviving long enough to actually reach the fight before getting killed. Oblivion Crown is better if you simply need more damage, especially if the enemy is able to burst you down before you can do the same to them. Considering our item synergies, they are roughly equal options with the difference that World Breaker gives some more HP and thus Ability Haste, while Oblivion Crown provides marginally better damage and burst. Therefore we are looking at more sustain vs more burst for our final item.

If you have opted for a crest other than Typhoon the choice is much simpler. Tempest pairs better with World Breaker and Obelisk pairs better with Oblivion Crown.

Other options can include Caustica if the entire enemy team built too much Magic Armor. Golem's Gift can be good if the enemy comp is heavily Physical Power focused. You can even take Spellbreaker if you are having trouble with that one pesky ability (probably a Riktor pull, let's be honest) and the enemy comp has a lot of Magic Power. I find these to be highly situational however, and would not use these unless you know your limits and the limits of the enemy well enough to know that it is objectively a better option. If in doubt, just use World Breaker or Oblivion Crown. Usually flanking the enemy and deleting them before they can respond is a better tactic to trying to survive their kits.

What is the final result? At maximum build, we have a Shinbi with 300% Attack Speed, 400-500 Magical Power, 80 Ability Haste and over 3.4k Max HP. On top of all this, every auto-attack she lands has four different On-Hit effects attached to it. The damage is unreal, the sustain is absurd, and the kiss she blows at the end of it all is just rude.

Now go forth and dazzle your audience, then play an encore for their corpses.

 

MATCHUPS

Now that you are an expert Shinbi Jungler, the last step is to get into specifics matchups and situations. For beginners, you may want to read this section later after you are comfortable with her kit and build. For veterans, hopefully this can provide you with a few useful tips.

Strong Against: Countess, Feng Mao, Kallari, Khaimera, , Zarus

This build should have you facing these junglers fairly confidently. They do not have the damage to trade with you, nor do they have the mobility to escape you. Unless Kallari is right next to a wall or something. Just let her run and eat her camps.

Neutral: Greystone, Sevarog, Rampage

These heroes are just way too tanky for Shinbi to reliably kill. Most often, you'll be fighting them for so long that their laners will collapse on you before you can secure the kill. I don't normally try to invade these heroes for that reason.

Weak Against: Crunch, Grux, Riktor

Both Crunch and Grux have the HP and Damage to burst us down and win trades unless we are significantly ahead. Riktor is not a problem if you catch him out solo, but a good Riktor will almost never be far from help and are tanky enough to survive your invasions until they get that help just like the neutral matchups. He can then lock you down so you cannot escape. If you get pulled by him your dash usually is not enough to save you, so don't get pulled!

 

GANKING - OFFLANE

Easy: Feng Mao, Zarus

These heroes seldomly have the ability to trade or escape if we gank properly.

Moderate: Sevarog, Shinbi

While Shinbi is obviously a skill check, Sevarog can sometimes escape ganks. He has a lot of HP, a dash and a root, so if you do not dodge and anticipate it all then he can usually get away. On top of that his Ult makes surviving a gank very safe for him, so you need a lot of extra distance to reliably secure the kill.

Difficult: Crunch, Greystone, Grux, Steel

Crunch and Grux you should be wary of in particular, as they can very easily turn a gank into a double kill. Their damage and sustain is usually higher than ours. Greystone and Steel are simply too tanky to reliably kill in a gank, as mentioned earlier we do not want to waste our time on that - only gank those two if your laner has put them at half health or below or when their ult is on cooldown.

 

GANKING - MID LANE

Easy: Countess, Morigesh, Wraith

Mid Lane is notoriously difficult to gank since most mages have an escape option and the distance to their tower is the shortest in all lanes. However, knowing this means we can more reliably gank on those mid laners without such mobility options. If they have wandered past the river, you can usually kill these heroes with Shinbi and there isn’t much they can do about it.

Moderate: Howitzer, Iggy & Scorch, The Fey

These mid laners have good zoning and so are not as easy to gank, but still have no real mobility. Since we have good burst and a shield we can usually kill Iggy & Scorch before his turrets kill us, and if Howitzer misses even a single CC ability then we can kill him confidently too. The Fey can hinder our ability to reach her but we can dash out of all of her CC so if we time it well, it's not an issue.

Difficult: Gadget, Gideon, Lt. Belica

These heroes have such strong CC or escape options that it is usually a waste of your time to try and gank them unless they are already at low health and can be finished off by partial stacks of an All-Kill. If they manage to catch you with their full burst as you go in, the gank can just be a free kill for them as well.

 

GANKING - SUPPORT

Easy: Muriel, Steel

Muriel cannot provide enough shielding to deal with us and Steel does not have strong enough CC to stop us. Get your laners to engage first and bait out their abilities, then ignore them while you kill their carry.

Moderate: Narbash, Lt. Belica

Both of these heroes have good CC that can ruin a gank if they land it right. That being said, you can also dash around their abilities. Be careful when ganking a lane supported by one of these two, but with good positioning it is very doable.

Difficult: Dekker, Phase, Riktor

These supports are the Queens of Crowd Control. Dekker can wall you in and perfectly stop your dash, making the gank immediately fail. Phase can root you on your way in, then pull her carry to safety even if you make it through and burst them down. And Riktor can pull you away, silence you, and stun you... not a good situation for an assassin. Be very careful when ganking lanes supported by these heroes.

 

GANKING - CARRY

Easy: Drongo, Revenant, Sparrow, Wraith

Similar to the other heroes we can easily gank, these characters have very little options to get away and usually don't.

Moderate: Kira, Murdock

These heroes both have mobility and if they use it well, will escape a gank. That being said their mobility is significantly worse than yours and can be played around with proper experience and timing.

Difficult: TwinBlast

This is the only carry in the game with better mobility than you. He has great damage, can kite you much better than you can kite him, can slow you down and doesn't even need to stop shooting you to use his dash. If he manages to get a decent tempo on you and your dash is on cooldown, he'll likely ult you to death and you won't be able to do anything about it. Be very careful when ganking a TwinBlast, make sure your laners have some CC to engage with or the gank will likely fail.

 

FINAL CONSIDERATIONS

Hopefully this has given you a basic understanding of the hero and role to give you some footing in starting your matches with a Shinbi jungler. She is fast, deadly, and very fun to play. Of course, my build and style is far from the only way to play her so experiment as much as you want! If you have any specific questions feel free to comment, I will do my best to check in every once in a while and answer them. I hope to see you out there on the battlefield!

All-Kill, coming up!


Please log in if you want to leave a comment on this build.

Comments

Countess assassin
Blood Tithe

Hero takedowns permanently grant 1.5% magical lifesteal, stacking up to 10 times.

Shadow Slip

Blink to a nearby enemy target, dealing 70 + 30% magical damage and slowing them by 40% for 1.25s. Minions and non-epic monsters receive triple damage.

Countess leaves behind a shadow at her original location. Re-triggering this ability within 3.5s will return her to the shadow's location.

Eventide

Send out a cloud of darkness dealing 80 + 80% magical damage to enemy targets within its path.

Feast

Leap to a nearby enemy hero, forcing them to face Countess and suppress them for 0.75s.

After the duration, Countess deals 175 plus 5% (+ 5%) of the target's maximum health, as magical damage, healing herself for 45% of the damage dealt.

Slice

Melee basic attack dealing 56 + 90% physical damage.

Blade Siphon

Countess spins and strikes all enemy targets around her, dealing 70 + 65% magical damage to each and healing herself for 6 + 8% per target hit.

Against heroes, the healing is increased by 40%.

Crunch fighter
Cross Crunch

After casting an ability, Crunch amplifies his next basic attack to deal + 15% + 15% bonus magical damage and reduce his current cooldowns by 1s.

Left Crunch

Crunch swings, dealing 20 + 115% + 80% physical damage to the first enemy hit and 80% to subsequent targets.

Empowered: Damage is dealt as true damage and deals 100% to subsequent targets.

Right Crunch

Crunch jabs, dealing 80 + 75% + 70% physical damage to all nearby enemies, slowing them by 60% for 1.2s.

Empowered: Uppercut nearby enemies, knocking them up for 1.2s.

Re-Crunch

Passive: Every third non-minion basic attack or ability hit heals Crunch for 20 + 10% + 10%.

Passive: Every third ability used will be Empowered if used within 10s.

Active: Repeat the last basic ability used.

Punch

Melee basic attack dealing 56 + 80% physical damage.

Forward Crunch

Dash forward, dealing 60 + 70% + 40% physical damage. Colliding with an enemy hero stops Crunch, and stuns the enemy for 0.25s.

Empowered: Dash an extended distance, pushing enemy heroes on contact.

Dekker support
Rocket Boots

Dekker can jump while airborne to activate Rocket Boots, propelling her upward.

Photon Disruptor

Release a drone which emits a beam of energy along its path, dealing 80 + 55% magical damage to all enemies hit and slowing them by 20% for 1.5s.

Containment Fence

Deploy a circular energy fence for 2.4s, preventing enemy heroes from passing through.

Ion Strike

Summon a bot above the target location which blasts the ground after a short delay, dealing 160 + 75% magical damage and slowing enemies hit for 1.5s.

Enemies caught in the center are stunned instead.

Energy Orb

Ranged basic attack dealing 54 + 60% physical damage.

Stasis Bomb

Launch a bouncing bomb, dealing 75 + 50% magical damage and stunning enemies hit in a small area for 0.75s.

Stun duration increases up to 1.2s based on distance (3,500 units max).

Drongo ranger
Wastelander

Drongo's critical strikes and abilities apply a bleed to enemies, dealing 1% of their maximum health as physical damage over 3s.

Gag Grenade

Toss a tear gas grenade which persists for 3s, silencing all enemy heroes inside the area until they leave.

Enemy heroes which leave the zone will be silenced again upon re-entering the gas.

Rad Rounds

Irradiate Drongo's basic attacks for 3s. During this time, shots irradiate enemies for 1.5s, the timer refreshing with each hit.

After irradiate expires, the target receives 40 + 80% physical damage for the first stack, and 15 + 80% for subsequent stacks.

Shrapnel Cannon

Unleash a bazooka blast, dealing 200 + 60% physical damage to all enemies hit and shredding their armor by 35% for 4s.

The blast launches Drongo in the opposite direction, becoming briefly CC immune and pushing back any enemies in front of him.

Pistol Shot

Ranged basic attack dealing 53 + 80% physical damage.

Old Rusty

Throw a boomerang, dealing 50 + 50% physical damage to all enemies hit and slowing them by 20% for 1s.

Upon hitting terrain or travelling max range, it returns and repeats the effects.

Feng Mao assassin
Precision Strike

Upon not dealing or receiving damage for 3s, Feng Mao's next basic attack is enhanced dealing 8% of the target's current health as bonus physical damage. Resets on takedown.

Safeguard

Gain a 100 + 100% shield for 2.5s. Feng Mao gains 15 + 25%% movement speed while the shield holds.

Hamstring

Feng Mao swings his glaive, dealing 80 + 80% physical damage to all enemies around him, slowing them by 30% for 1s. Dealing damage to an enemy hero with Hamstring reduces the current cooldown of Reaping Dash by 25%.

Earth Shatter

Feng Mao slams his blade into the ground, dealing 176 + 70% physical damage to all enemies in the area. If an enemy is below 200 + 80% + 350% health, execute them. Upon executing an enemy hero, Earth Shatter may be recast within 12s at no cost.

Sweep

Melee basic attack dealing 55 + 80% physical damage.

Reaping Dash

Dash forward, dealing 60 + 60% physical damage to all enemies in Feng Mao's path, and in a small areas around the target location.

Gadget mage
Shock Absorber

When Gadget receives damage from an enemy hero or monster, she gains a shield equal to 10% of her maximum mana for 3s. Upon removal, the shield explodes, dealing 34 (+8 per level) + 50% magical damage to nearby enemies.

Sticky Mine

Launch a sticky mine which attaches to any enemy hero in its path, or any nearby unit upon landing. After 2.5s the mine explodes, dealing 85 + 70% magical damage.

Security Gate

Throw down an electrical gate for 5s, granting allied units that pass through 30% decaying movement speed for 3s. If an enemy hero passes through, the gate triggers, dealing 80 + 60% magical damage and rooting them for 1s.

Tesla Dome

Unleash Gadget's Tesla Dome, dealing 500 + 150% magical damage over 5s to all enemies caught within. Each instance of damage shreds the target's magical armor by 5% for 5s and briefly slows them by 40%.

Spark

Ranged basic attack dealing 53 + 60% physical damage.

Seek And Destroy

Release an airborne droid which can be reactivated mid-flight to stop it in place. Upon stopping, the droid deals 100 + 100% magical damage over 2.5s to enemies beneath it and slows them by 30%.

Gideon mage
Cosmic Power

Damaging an enemy hero with an ability empowers Gideon's next basic attack for 4s, allowing him to attach a cosmic tether to his target. Tethered enemies are slowed by 20% and receive 36 + 69% magical damage over 3s.

Cosmic Rift

Rip down a meteor from the sky, dealing 100 + 45% magical damage to all enemies caught in the area of impact.

Torn Space

Leap through a portal in spacetime, appearing at the target location. The portal remains open for 5s. Any other hero can jump through the portal after Gideon, but enemy heroes are slowed by 50% for 1.5s when they pass through.

Black Hole

Unleash a black hole beneath Gideon which slowly drags nearby enemies towards its center, dealing 405 + 261% magical damage over a 3.5s channel.

Portal Blast

Ranged basic attack dealing 50 + 60% physical damage.

Void Breach

Launch forward a comet, dealing 90 + 60% magical damage to all enemies in its path and slowing them by 20% for 1.5s. The comet explodes upon hitting an enemy hero, terrain, or at max range.

Greystone fighter
Stoicism

Deflect the next incoming basic attack every 15s.

Dealing physical damage with basic attacks or abilities to heroes or monsters grants 0.8 physical power, stacking up to 8 times. At maximum stacks, the bonus is doubled.

Make Way

Summon a fiery whirlwind which deals 70 + 100% physical damage over 4s.

Make Way's duration is extended by 0.5s for a max of 3 additional seconds for each successful basic attack against enemy heroes or monsters.

Sacred Oath

For the next 6s, your next 3 basic attacks deal 25 + 20% bonus physical damage and apply a 12% slow for 1.5s.

Additional applications will refresh and stack the slow debuff.

Stone Forged Soul

Enter stasis for 2.5s, restoring 110 health (increased by up to 3x based on missing health) and slowing nearby enemies by up to 70%.

After 2.5s, crash down, dealing 250 + 80% physical damage to nearby enemies and gaining maximum stacks of Stoicism.

Noble Strike

Melee basic attack dealing 52 + 80% physical damage.

Assault The Gates

Leap up to 1350 units, dealing 90 + 80% physical damage in a 450 unit radius.

Grux fighter
Bloodlust

Grux's basic attacks apply a bleed on hit, dealing 5 + 10% physical damage over 5s, stacking up to 6 times.

Applying maximum Bloodlust stacks to an enemy hero grants Grux 10% Omnivamp for 5s.

Smash 'N Grab

Smash the ground, sending forth a shockwave that pulls all enemies in its path towards Grux, dealing 90 + 70% physical damage and stunning them for 0.5s.

Crush

Lunge forward a short distance before uppercutting nearby enemies, dealing 70 + 70% physical damage and knocking them up for 0.75s.

Colliding with enemy heroes or monsters causes Grux to strike on impact.

Warlord's Challenge

Grux slams his clubs together, stunning all nearby enemy heroes for 0.5s.

For the next 8s,Grux gains 30% attack speed and empowers his attacks against enemy heroes to repeatedly steal 4 physical power on hit, returning after 4s.

Chop

Melee basic attack dealing 54 + 80% physical damage.

Double Pain

Using both weapons, Grux cleaves all enemies in front of him, dealing 20 + 120% physical damage.

Double Pain applies on-hit effects twice.

Howitzer mage
Armed Salvo

Howitzer's next basic attack deals 25 + 20% bonus magical damage around the target. Howitzer restores 10% of the damage dealt as mana, increased to 50% against enemy heroes. Armed Salvo's cooldown is reduced by 5s each time Howitzer uses an ability.

R2000 Missile

Fire a long range rocket which explodes on impact, dealing 70 + 70% magical damage to all enemies in a small area.

Land Mine

Lob a mine which will explode 2.5s after landing, dealing 80 + 45% magical damage to all enemies in the area and knocking back any enemy heroes (and Howitzer) caught in the blast. Explodes early upon reactivation.

Make It Rain

Thrust up into the sky, allowing Howitzer to move freely as he rains down a salvo of 12 missiles from above, dealing 420 + 96% magical damage over 3s. Missiles utilise laser guidance to home towards Howitzer's painted target.

Cannon

Ranged basic attack dealing physical damage.51 + 60%

Slow Grenades

Launch a cluster of 11 proximity bombs which explode when an enemy enter their zone, dealing 20 + 20% magical damage and slowing them by 15% for 1. Subsequent hits against the same target deal 4 + 4% magical damage and reapply the slow.

Iggy & Scorch mage
Badlands Critter

Scorch hurls up oil with his basic attack that applies Slick to enemies hit, slowing them by 2% per stack for 3s, up to a maximum of 5 stacks.

Enemies with any Slick who are damaged by Flame Turrets, Molotov, or Inferno are Ignited for 3s taking 2.4 (+0.4 per level) + 2% magical damage per second, per stack.

Flame Turret

Iggy throws down a turret with 105 (+25 per hero level) + 30% health which shoots homing fireballs at enemy targets within 1300 units. Each fireball deals 10 + 16% magical damage.

Iggy can have up to three turrets placed. Hitting an enemy with Spew redirects turrets to attack that target if in range.

Flame Turrets take 60% increased damage from melee basic attacks.

Oil Spill

Scorch hurls a ball of oil that rolls in the target direction dealing 40 + 30% magical damage to enemies hit. The oil will then remain for 5s, slowing enemies by 30%.

When ignited by Iggy's fire abilities, the duration is refreshed and enemies take 10 + 8% magical damage every 0.5s.

Inferno

Scorch unleashes a cone of flame gaining 15% movement speed and dealing 270 + 135% magical damage over 3s.

At the end of the duration or if reactivated, Scorch will instantly deal 75 + 65% magical damage and knock back enemy targets with the cone.

Spew

Ranged basic attack dealing 50 + 60% physical damage.

Molotov

Iggy flings a Molotov which deals 60 + 45% magical damage to enemies hit by the explosion.

A fire field will remain where the explosion occurs, dealing 30 + 20% magical damage over 2s.

Kallari assassin
Shadow Dance

Kallari can jump up to 2 additional times while mid-air, thrusting her in the direction of movement.

Shadow Walk

After 1s, Kallari enters camouflage, hiding from vision and moving 20% faster for 6s. Her next basic attack in this state deals 50 + 40% bonus physical damage.

Nearby enemy heroes and wards reveal Kallari. Attacking instantly ends camouflage.

Death Mark

Empower Kallari's next attack with 5s to mark the first enemy hero or monster hit, increasing her damage against them by 10%. After 3s, the mark detonates, dealing 40 plus 8 + 4%% of the target's missing health as true damage, and granting Kallari 50% decaying movement speed for 3s.

Guillotine

After a brief delay Kallari dashes forward, cutting through all enemies in her path, dealing 200 + 120% physical damage.

Slash

Melee basic attack dealing 61 + 90% physical damage.

Crippling Dagger

Throw a dagger, dealing 65 + 85% physical damage and applying a 20% slow for 0.75s.

Monsters and minions receive 100 additional damage.

Max Charges: 2.

Khaimera fighter
Spirit Regeneration

Damaging enemy heroes and monsters with basic attacks or abilities grants Khaimera 0.7 health regeneration for 2.5s, stacking up to 30 times. Hero kills instantly grant 10 stacks.

Khaimera gains 10% movement speed while above 15 stacks.

Unleash

Unleash Khaimera's primal spirit for 3s, granting him maximum attack speed for 5 successful attacks.

Each basic attack deals 10 + 45% physical damage (+75% on-hit) and cleaves nearby enemies for 85% damage.

Invigorate

Khaimera instantly cleanses all debuffs and heals himself for 7% of his maximum health (+1.5x current health regeneration).

Cleansing grants crowd control immunity for 0.5s.

Cull

After a brief channel, Khaimera slices all enemies in front of him, stunning them for 1.25s and dealing 175 + 160% physical damage over 6 hits.

Grants 5 Spirit Regeneration stacks for each enemy hero hit.

Hack

Melee basic attack dealing 54 + 80% physical damage.

Ambush

Leap to an enemy hero or monster, dealing 60 + 75% physical damage and slowing them by 30% for 1.5s. Deals up to 2x damage based on the target's missing health.

Grants 3 Spirit Regeneration stacks on hit.

Kira ranger
Vengeance

Kira's basic attacks and damaging abilities apply a stack of Vengeance on-hit to enemy units for 4s, stacking up to 6 times.

Kira deals bonus damage to enemies affected by Vengeance, increasing by 1.5% per stack. At maximum stacks, the bonus damage is dealt as true damage.

Dusk

Purify any enemy targets which are marked with Vengeance, dealing 30 + 10 + 30% physical damage per stack and slowing them by 25% for 1.25s.

This caps at 90 + 180% magical damage.

Shadow Glide

Dash in your current movement direction 600 units, becoming briefly untargetable and gaining an additional 10 bonus physical power for 4s.

Purge

Unleash a torrent of arrows and bullets for 3s. Nearby enemy units take 180 + 330% physical damage over the duration. These attacks benefit from lifesteal, can critically strike, and triggers on-hit effects at 30% value.

Kira cannot attack nor cast abilities besides Shadow Glide during this time. She can also move but is slowed by 40%.

Bolt

Ranged basic attack dealing 53 + 80% physical damage.

Mercy

Equip Mercy to fire a powerful shot dealing 20 + 80% physical damage. Mercy can critically strike, applies on-hit effects and deals 20 additional physical damage to enemy minions and monsters.

Damaging an enemy hero with Mercy refunds 50% of the cooldown.

Kwang fighter
Strike of the Heavens

When Kwang damages an enemy with an ability his Heavenly Blade becomes Energized with electricity for 5s, stacking up to 3 times.

Whilst Energized, Kwang's next basic attack strikes lightning from above dealing 10 (+4 per level) + 10% magical damage to the target and nearby enemies.

If this damages an enemy hero, Kwang reduces his basic ability cooldowns by 0.5s per stack.

Judgement of the Heavens

Throw the Heavenly Blade to a target location to deal 70 + 30% magical damage.

Enemies hit by the Blade will be tethered to it for 1.5s.

Recalling the Blade early will break the tether.

Surge of the Heavens

Kwang dashes forward, becoming unselectable and dealing 55 + 35% to all enemy units he passes through.

When the Blade is in the world, if Kwang dashes within 300 units of its radius he will summon it back to his hand with a crash of lightning, dealing the damage to all nearby enemy units and knocking them up for 0.75s.

Fury of the Heavens

Channel a strike with the Heavenly Blade, dealing 200 + 80% magical damage and applying a 40% slow for 2s to nearby enemy units.

If the Blade is in the world, Kwang will teleport to it before striking.

Heavenly Blade

Melee basic attack dealing 55 + 80% physical damage.

Light of the Heavens

Light strikes the Heavenly Blade, dealing damage to nearby enemy units.

While holding the Blade, it deals 70 + 40% magical damage and grants Kwang a 80 + 40% shield for 3s.

If the Blade is in the world, it deals 70 + 40% true damage instead.

Lt. Belica mage
Innovation

Lt. Belica's abilities gain additional strength at maximum rank.

Additionally, she gains 10% increased maximum mana each time she maxes out an ability.

Seismic Assault

Slam the ground, sending forth a seismic wave which deals 80 + 70% magical damage to all enemies in its path, knocking up and stunning them for 1.1s.

Innovation: Stun duration increases to 1.6s.

Void Drone

Deploy a drone for 8s which drains 2% of nearby enemy heroes' current mana each second and attacks them when they cast an ability, dealing 40 + 25% magical damage.

Innovation: Empowers the drone's attacks to also drain 4% of the target's maximum mana.

Neural Disruptor

Target an enemy hero, unleashing a heavy blast from Lt. Belica's sidearm, dealing 150 + 40% magical damage. Damage increases by 0.5 for each point of mana the target is missing.

Innovation: Range increases by 300 units.

Burst Fire

Ranged basic attack dealing 54 + 60% physical damage.

Void Bomb

Place a bomb which detonates after 0.7s, dealing 80 + 60% magical damage. Restores 6 mana for each enemy hit.

Innovation: Magical power scaling increases to + 75%.

Morigesh mage
Pestilence

Morigesh's damaging abilities apply Pestilence for 4s, dealing 0.5% (+0.15% per 75 Magical Power) of the target's maximum health as magical damage every 0.5s.

Subsequent damaging abilities against a target affected by Pestilence will refresh the duration and spread the effect to nearby enemy targets.

Hive

Throw a hive of insects which explodes dealing 60 + 50% magical damage and slowing targets hit by 10% for 3s.

Swarm

Become the swarm, gaining 20% movespeed and 20% damage mitigation for 3s. Passing through enemy targets deals 80 + 65% magical damage.

Dealing damage to an enemy hero will restore 20 + 6% health, increased by up to 6x based on your missing health.

Curse

After a brief channel, summon a horde of insects to stab the Marked target, dealing 250 + 75% magical damage.

The Mark is removed upon casting this ability.

Dagger

Ranged basic attack dealing 54 + 60% physical damage.

Mark

Select an enemy hero to deal 80 + 40% magical damage and transforming your Voodoo Doll into their image, allowing them to be targeted by Curse.

Murdock ranger
Shots Fired

Every 12s (-0.3s per level), Murdock's next basic attack has its range increased by 450 units and is empowered with 30% additional physical penetration.

Static Trap

Place a trap which arms after a short delay, dealing 80 + 100% magical damage to any enemy hero that steps on it and rooting them for 1s. Traps last for 60s and up to 3 may be placed at one time.

Max Charges: 2.

Stimpack

Inject a stimulant, granting Murdock 50 + 100% health, and 135% movement speed for 2s.

Long Arm Of The Law

Murdock kneels, preparing an energized sniper shot with unlimited range that can travel through anything.

Upon firing, it deals 200 + 110% physical damage to all enemies in its path, ignoring any physical armor.

Single Fire

Ranged basic attack dealing 56 + 90% physical damage.

Buckshot

Discharge a shotgun blast, dealing 70 + 110% physical damage to all enemies hit, decreasing by up to 50% based on distance.

The blast pushes enemies back, its force increasing at close range.

Muriel support
Sentinel

Muriel's basic attacks deal an additional 10 (+2 per level) + 15% magical damage on-hit. Allied targets affected by Muriel's abilities are granted Sentinel's on-hit damage for the damage.

Serenity

Fire a piercing bolt of energy, dealing 80 + 50% magical damage to all enemies in its path and slowing them by 35% for 2.5s. Targets slowed by Serenity take 10% increased damage from all sources.

Consecrated Ground

Deploy a protective bubble that applies a 110 + 50% shield for 2.5s to all allied heroes entering its zone. After 1s the bubble explodes, dealing 60 + 40% magical damage to all enemies inside the area.

Reversal Of Fortune

Prepare for flight, allowing Muriel to target an allied hero anywhere in the world, granting them a 400 + 100% shield before soaring to their location. On arrival, nearby enemies take 150 + 50% magical damage and are knocked up for 0.5s.

Orb

Ranged basic attack dealing 44 + 60% physical damage.

Alacrity

Throw an energized orb which applies a 50 + 20% shield to the first allied hero it touches, granting them 10% + 10% attack speed and 20% decaying movement speed for 4s. Remains in the world for 8s if untouched.

Narbash support
Beatdrop

Narbash's basic attacks and abilities generate stacks of Rhythm which improve his abilities, stacking up to 24 times. Stacks fall off individually after 10s.

At maximum stacks, gain 2 (+3 per nearby allied hero) mana regeneration for 5s.

March!

Bellow out a rallying war cry, granting Narbash and his nearby allies 30% decaying movement speed for 2s (+0.2s per Rhythm stack).

Grants 8 Rhythm stacks on use.

Song Of My People

Toggle: Play a soothing beat, healing Narbash and his nearby allies by 7 + 8% (+0.3 per Rhythm stack) every second.

Each second the beat is active, it costs 20 mana and grants 2 Rhythm stacks.

Crash Bang Boom!

Channel a drum solo for 3s, granting Narbash 30% damage reduction. Nearby enemies are slowed by 40% and are dealt 200 + 60% (+2% per Rhythm stack) magical damage over 10 hits, with the final hit knocking up all enemies and stunning them for 1.5s.

Grants 2 Rhythm stacks each hit.

Wallop

Melee basic attack dealing 55 + 90% physical damage.

Grants 2 Rhythm stacks on hit.

Thunk!

Toss a drumstick that deals 90 + 50% magical damage and stuns for 1.25s.

Thunk's cooldown is reduced by 1% per Rhythm stack.

Grants 2 Rhythm stacks on hit.

Phase support
Essence Catalyst

After casting an ability, restores 10 (+6 per level) + 25% health over 3s. Linked allies receive the same healing. This effect does not stack.

Psychic Flare

Blast a flare of psychic energy around Phase and her linked ally, dealing 75 + 70% magical damage. Enemies take 20% damage from a second flare.

Targets hit which are also facing a flare are Blinded for 1s.

Energy Lance

Channel a beam of energy dealing 60 + 50% magical damage over 2.5s. Each instance of damage applies a stacking 4% Slow that lasts 0.8s.

Upon reaching 8 stacks, the target is Rooted for 1.25s and the next instance of damage will deal 30 + 25% magical damage to the target.

Hyperflux

Phase overcharges herself and her linked ally, granting both 50 attack speed, 30 ability haste and 130% decaying movement speed for 8s.

Pulse Bolt

Ranged basic attack dealing 52 + 60% physical damage.

Rampage fighter
King Of The Jungle

Rampage gains 19% attack speed and + 0.4% health regeneration while in the Jungle.

The health regeneration is 2x stronger while out of combat.

Boulder Throw

Rip a boulder from the earth and carry it for up to 5s. Rampage can throw the boulder, dealing 90 + 80% magical damage to all enemies in its path, stunning them for 1.6s. Shatters on contact with enemy heroes.

Behemoth: Throw the boulder instantly.

Rumble

Pound the ground with each fist, dealing 90 + 50% physical damage over 2 hits to nearby enemies and slowing them by 20% for 1.25s.

Behemoth: Cooldown is decreased by 50%.

Behemoth

Become enraged, growing in size and altering Rampage's abilities for 8s. During this time he gains 250 maximum health.

While Behemoth is active, Rampage gain the effects of King Of The Jungle, and its health regeneration is multiplied by a factor of 4x.

Swipe

Melee basic attack dealing 54 + 90% physical damage.

Pounce

Leap forward before slamming down to the ground, dealing 80 + 8% physical damage to nearby enemies. The leap can be cancelled early by basic attacking.

Behemoth: Range increases by 65%.

Revenant ranger
Bounty Hunter

Revenant gains 5.75% (+1.5% per 10% Critical Strike Chance) increased Physical Power and his Attack Speed decreases reload speed, but doesn't affect fire rate.

Killing an enemy hero grants 25 (+25 per bounty stack) additional gold.

Obliterate

Unleash 10 ethereal missiles that home to random enemy targets within a wide cone.

Each missile deals 40 + 40%+ 75% physical damage.

Enemy heroes take 20% damage from missiles beyond the first.

Scar

Scar the target enemy hero, dealing 10 + 50% physical damage and marking them for 5s.

The next 6 instances of damage from Revenant apply a 5% stacking slow for 1.25s and deal 10% + 80% bonus magical damage.

Reckoning

Revenant pulls himself and his target into the Nether Realm for 6s and roots the target for 0.5s.

Killing his opponent inside the Nether Realm will double the bonus gold gained from Bounty Hunter.

Hand Cannon

Ranged basic attack dealing 52 + 100% physical damage.

After four basic attacks, Revenant will reload over 2s (decreased with Bonus Attack Speed).

The final round will always critically strike.

Hellfire Rounds

Passive: Critical Damage is modified to 145%.

Passive: Hand Cannon's final round deals bonus physical damage equal to 4% (+0.7% per Revenant's level) of the target's missing health.

Active: Revenant reloads his Hand Cannon.

Riktor support
Riot Shield

Riktor passively shields himself for 15% of his maximum health.

The shield lasts until destroyed and refreshes if Riktor has not taken damage for eight seconds.

Shock Therapy

Swing an electrified whip, dealing 60 + 40% magical damage to all enemies hit and silencing them for 1.2s.

Electrocute

Emit an electrical aura, granting Riktor 10% bonus movement speed and dealing 110 + 8% + 60% magical damage to all nearby enemies over 5s.

Skewer

Unleash a torrent of chains from Riktor, dealing 125 + 50% magical damage to all enemies in front of him and suppressing them for 1.5s. After the suppression expires Riktor rips the chains out, repeating the damage. Skewering an enemy hero triggers Riot Shield.

Whip

Melee basic attack dealing 55 + 90% physical damage.

Riplash

Launch Riktor's chain forward, attaching to the first enemy hit, dealing 50 + 100% (+8% of the target's maximum health) magical damage and pulling them towards him.

Serath fighter
Fallen Grace

Taking down an enemy hero will spawn a demonic visage that lasts for 10s at the site of execution. Serath can step through it to consume it.

Upon consuming the visage, Serath activates her Heresy ability (regardless of cooldown or level) and reduces her current basic ability cooldowns by 75%. This does not affect the cooldown of Heresy.

Heaven's Fury

Serath marks a target and vanishes, striking enemies at the target's location 5 times, with the first and final strike guaranteed to hit her mark. Each slash deals 45 + 60% physical damage and applies on-hit effects at 75% effectiveness. Additional strikes against the same target deal 20% damage.

On her final strike, Serath will teleport to the marked target's location based on her current position.

If the marked target dies, Serath teleports immediately.

Ascend

Serath rises into the air and hovers for 1.8s. During this time she can target an area up to 1350 units away. Upon confirmation or at the end of this time, Serath dives down and deals 80 + 60% physical damage in the area.

Heresy

Serath takes on a demonic form, dealing 60 + 50% and setting them ablaze.

For the next 7s, Serath gains 15% movement speed, 20% attack speed, and empowers her basic attacks with Infernal Strikes.

Infernal Strikes sets enemy Units ablaze on-hit, dealing 30 + 30% true damage over 4s. Stacks with successive applications.

Angelic Smite

Melee basic attack dealing 58 + 90% physical damage.

Chastise

Serath claps her wings in front of her, dealing 80 + 80% physical damage and applying a 35% slow for 1.25s.

Chastise cast speed increases with additional attack speed and resets Serath's basic attack cooldown on use.

Sevarog frontline
Reaper Of Souls

Sevarog gains Souls each time he kills an enemy with an ability. Each Soul grants 2 bonus health and 0.5 additional Siphon damage.

Upon reaching 40/80/120/160 Souls, Sevarog gains 50/100/150/200 bonus health and 8 additional Siphon damage.

Siphon

Strike forward with a spectral hand, dealing 30 + 60% + 50% magical damage to all enemies in front of Sevarog.

Siphon heals Sevarog for 5% of the damage dealt to minions and monsters, and 25% against enemy heroes.

Subjugate

Call down a miasma of dark energy, dealing 100 + 50% magical damage to all enemies in the area and rooting them for 1.25s.

When the root expires, the targets will be slowed by 20% for 0.75s.

Colossal Blow

Deliver a heavy blow from Sevarog's hammer, dealing 220 + 60% magical damage to all enemies in front of him.

Enemy heroes struck by the blow are knocked back, sending them flying.

Crush

Melee basic attack dealing 56 + 60% physical damage.

Phantom Rush

Dash forward, gliding through any enemies in Sevarog's path.

Shinbi assassin
Biting Melody

Basic attacks deal an additional 10 + 12% magical damage on hit.

Periodically, Biting Melody deals 4x damage and applies a stack of Track. Damaging an enemy hero with an ability decreases this cooldown by 1s.

Line Tempo

Summon a Spirit Wolf that runs in a straight line and passes through all enemy targets, dealing 65 + 60% magical damage.

Circle Rhythm

Summon 4 Spirit Wolves which circle Shinbi for 3s, granting a 30 + 45% shield for the duration and after the wolves expire.

The wolves deal 12 + 12% magical damage per second to nearby enemies.

All-Kill!

Passive: Dealing damage to enemy heroes with abilities applies Track for 8s, stacking up to 8 times.

Active: Summon a pack of Spirit Wolves to attack the target with the most Track stacks, dealing 50 + 16% magical damage per Spirit Wolf.

Cutting Edge

Melee basic attack dealing 47 + 80% physical damage.

Rushing Beat

Dash forward a fixed distance dealing 40 + 45% magical damage to all enemies Shinbi passes through.

Rushing Beat can be retriggered within 3s of casting to dash a second time at no cost.

Sparrow ranger
Relentless

Sparrow's basic attacks and abilities apply stacks of Relentless to enemy heroes. Her basic attacks against targets afflicted by Relentless deal an additional 0.5% of their maximum health as bonus physical damage on-hit, per stack.

Hail Of Arrows

Release a volley of arrows that rain down over 2.5s, dealing 80 + 150% physical damage to all enemies in the area over 5 hits.

Enemies struck by Hail Of Arrows are slowed by 28% for 0.8s.

Heightened Senses

Sparrow focuses her mind, gaining 30% attack speed for 3s.

Landing basic attacks while Heightened Senses is active extends its duration by 0.5s, up to a maximum of 6s.

Inner Fire

Invoke Sparrow's blazing spirit, augmenting her Bow Shot to release a fan of 3 piercing arrows for 6s. During this time, Sparrow gains 200 attack range, 10 physical power, and 3% movement speed.

Side arrows deal 50% of Bow Show's damage.

Bow Shot

Ranged basic attack dealing 51 + 80% physical damage.

Piercing Shot

Charge a terrain piercing arrow, reaching 50-100% maximum power after one second and dealing up to 90 + 150% physical damage to all enemies in its path.

Targets afflicted by Relentless receive 5% additional damage per stack.

Steel frontline
Battering Barrier

Each time Steel immobilizes an enemy hero with an ability, he gains a 10 + 2% shield for 3.5s.

Bull Rush

Charge forward, dealing 80 + 70% magical damage to all enemies in Steel's path.

Enemy heroes struck by Bull Rush are knocked back. Monsters and minions are stunned for 2s.

Force Shield

Deploy a disruptive wall of energy, blocking all incoming enemy projectiles for 5s.

When an enemy hero first passes through the wall, they take 30 + 50% magical damage and are slowed by 10% for 0.75s.

Shield Slam

Leap into the sky, crashing down at the target location to deal 200 + 80% magical damage to all enemies in the area, knocking them up and stunning them for 1.5s.

Punch

Melee basic attack dealing 53 + 90% physical damage.

Shield Bash

Swipe forward with Steel's shield, dealing 40 + 50% (+4% of the target's maximum health) magical damage to all enemies in front of him and stunning them for 0.5s.

The Fey mage
Nature's Vengeance

Each time The Fey achieves a takedown she spawns an Untamed Growth from the enemy hero's corpse and gains 15% movement speed for 5s.

Bramble Patch

Summon a patch of thorny brambles, dealing 80 + 60% magical damage to all enemies that touch them and slowing them by 40% for 0.5s.

Bramble Patch persists for 5s before wilting.

Harvest Nettles

Throw an orb of energy, dealing 70 + 55% magical damage. Hitting the same target within 6s deals 20% increased damage, stacking up to 3 times.

Harvest Nettles refunds 75% of its mana cost upon hitting an enemy hero or killing a unit.

Fly Trap

Plant a magical seedling, awakening a giant fly trap which attaches itself to all nearby enemy heroes.

After a brief delay, it pulls its victims inward, dealing 200 + 50% magical damage and stunning them for 1.4s.

Floret

Ranged basic attack dealing 49 + 60% physical damage.

Untamed Growth

Hurl a small plant which deals 120 + 100% magical damage over time to all enemies in the area, exploding after 2.5s.

Untamed Growth deals 50% of its damage over its lifetime, and 50% upon exploding.

TwinBlast ranger
Gunslinger

Using an ability will cause TwinBlast's next 2 basic attacks (within 5s) to benefit from 40% increased total attack speed.

Vaporize

TwinBlast charges and fires two super-heated piercing projectiles in the target's direction with each dealing 40 + 50% + 60% physical damage and applying on-hit effects to all targets hit at 60% effectiveness.

Rocket Dash

Passive: When TwinBlast deals damage to an enemy hero with a vasic attack or ability, Rocket Dash's cooldown is decreased by 0.5s.

Active: TwinBlast dashes.

Ventilate

Transform your guns into fully automatic machine guns, unleashing a barrage of 25 (+6% Attack Speed) bullets over 3s, dealing 12 damage per bullet + 18% + 15%, for a total of 300 + 500% + 375% at 25 bullets.

Double Shot

Ranged basic attack that fires two projectiles, each dealing 24 + 50% physical damage and applying on-hit effects at 50% effectiveness.

Vortex Grenade

Launch a grenade in target direction that explodes upon contact with an enemy target, dealing 20 + 100% physical damage in a small area and slowing by 15% for 0.75s.

Max charges: 2.

Wraith ranger
Who's There?

Wraith's Vision Item becomes a Sonar Drone that will become camouflaged upon deployment and will scan the surrounding area every 3s, revealing enemy heroes within 1,000 units for 3s.

Sonar Drone can detect enemy heroes through walls.

Upon reaching level 6, Sonar Drone also reveals invisible units for the first two pulses.

Peekaboo!

Launch a piercing nanite grenade which deals 60 + 80% physical damage to all units hit, slowing them by 35% for 0.75s. Units hit are also Marked for 5s, revealing them.

Knock, Knock! is enhanced against Marked units, dealing an extra 6% + 2.5%% of their maximum health as bonus magical damage.

Surprise, Surprise!

Passive: Gain 8% physical penetration.

After a short delay, enter camouflage and gain 25% movement speed for 5s.

Takedowns will reset the cooldown of Surprise, Surprise!

Back It Up!

Wraith can choose an enemy hero he can see up to 1,350 units, marking their location from 2s prior. After a 2.5s delay they will enter limbo and teleport back to this location.

Bang!

Ranged basic attack dealing 53 + 75% physical damage.

Knock, Knock!

Fire a long-range sniper shot which pierces terrain and deals 25 + 95% + 65% physical damage to the first enemy hit. Damage is increased by 75% against enemy minions.

If Knock, Knock! kills or damages a Marked unit, 50% of the mana cost is refunded and its cooldown is decreased to 1s.

Zarus fighter
Gladiator

Gain a stack of Gladiator when dealing damage with Basic Attacks or Abilities to non-minions, stacking up to 8 times. Each stack grants 1% increased physical power.

After exiting combat, stacks will fall off once per second,restoring 0.5% of his maximum health per stack consumed.

Barricade

Unfold a shield for 1.75s, reducing incoming damage by 60%.

Upon recasting or expiry, swing the shield dealing between 55 + 100% and 110 + 200% physical damage, and stunning targets hit for 0.5s.

Evade

Dash in your current movement direction, gaining 15% movement speed for 1.5s and 20% attack speed for 4s.

Coliseum

Leap at an enemy hero, dealing 150 + 150% physical damage. A coliseum is then summoned for 6s and the bonus from Gladiator is doubled.

If the target is killed within the duration, you will permanently gain 6 physical power. You may recast this ability to end it early.

Thrust

Melee basic attack dealing 54 + 80% physical damage.

Spear of Nyr

Channel to throw a spear, dealing 70 + 110% physical damage to enemies hit, increased by 100% against targets below 20% maximum health. Deals 75% damage to minions.

Releasing within 0.3s will thrust the spear forward, dealing the same damage and refunding half the cooldown.

Absolution

+40 Physical Power
+25% Attack Speed
+20 Magical Armor
+30 Tenacity

Bravery: Gain 20% damage mitigation & 40% movement speed for 3s when affected by a hard crowd control effect - 60s CD.

Abyssal Bracers

+20 Magical Power
+15 Physical Armor

Ferrumancer: Casting an ability grants 3 magical power and 3 physical armor for 5s, stacking up to 5 times.

Alchemical Rod

+15 Magical Power
+150 Mana

Font: Killing an Enemy Minion grants 4 bonus mana, up to a maximum of 400. At maximum stacks, gain magical power equal to 3.5% of maximum mana.

Ashbringer

+45 Physical Power
+20 Attack Speed
+15 Ability Haste

Accelerate: Basic attacks against enemy heroes decrease your current basic ability cooldowns by 0.15s (+0.15s per stack of Clockwork) and grant a stack of Clockwork for 3s, stacking up to 4 times.

Chrono Strikes: Basic attacks deal 15 (+5 per stack of Clockwork) bonus physical damage on-hit.

Assassin Crest

+8 Physical Power
+8 Physical Penetration

Legendary Rogue: Restore 3 health each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 4 health when killing an Enemy Unit. Upon restoring 200 health, return to base to evolve into a Legendary Crest.

Creep Slayer: Deal 15 extra basic damage to Minions.

Astral Catalyst

+75 Magical Power
+300 Mana
+25 Ability Haste

Ravenous: Takedowns refund 20% of your ultimate's total cooldown.

Augmentation

+40 Physical Power
+300 Health
+20 Ability Haste

True Strikes: After using an ability, your next basic attack within 6s deals + 40% bonus true damage - 1.5s CD.

Overclocked: Upon casting your ultimate, gain 15% movement speed for 6s - 20s CD.

Azure Core

+60 Magical Power
+350 Mana
+15 Ability Haste

Font: Killing an Enemy Minion grants 4 bonus mana per stack, up to a maximum of 400. At maximum stacks, gain magical power equal to 3.5% of maximum mana.

Banded Emerald

+275 Health

Barbaric Cleaver

+20 Physical Power

Cleave: Basic attack deal an additional (+25% Total Physical Power) physical damage in a small area around the Target. Damage ranges from 100% to 50% based on distance between Targets.

Barbed Pauldron

+35 Physical Armor

Stifle: When hit by a basic attack, reduce the Source's total attack speed by 4% for 3s, stacking up to 6 times.

Basilisk

+40 Physical Power
+350 Health
+20 Ability Haste

Corrode: Dealing damage to an Enemy Hero reduces their physical armor by 4% for 3s. Stacks up to 6 times.

Eminence: Your basic attacks against Targets with 6 stacks of Corrode deal 4% of the their missing health as bonus physical damage.

Blood Tome

+25 Magical Power
+4% Magical Lifesteal

Bloodletter

+20 Physical Power
+5% Omnivamp

Bonesaw

+25 Physical Power
+600 Health
+6% Lifesteal

Colossal Sunder: Every third consecutive basic attack deals (+3% Maximum Health) bonus physical damage on-hit and slows the target by 20% for 1s.

Flurry: Dealing damage with Colossal Sunder grants 10% attack speed for 5s, stacking up to 3 times.

Breach

+30 Physical Power
+35 Attack Speed
+25% Critical Chance

Critical Cleave: Basic attacks deal an additional (+30% Total Physical Power) physical damage in a small area around the Target. This damage can critically strike. Damage ranges from 100% to 50% based on distance between Targets.

Brimstone

+200 Health
+200 Mana

Blaze: Deal 12 magical damage per second to nearby Enemies, increased by 100% against Monsters.

Brutallax

+12 Physical Power
+100 Health
+5% Lifesteal

Active - Purifying Rage: Cleanse all Debuffs, then gain 60% tenacity for 8s. Successful basic attacks extend this duration by 0.5s on-hit - 150s CD.

Creep Slayer: Deal 30 extra basic damage to Minions.

Caustica

+75 Magical Power
+20% Magical Penetration

Magus: While above 50% maximum mana, gain 20% magical penetration.

Arcane Resolve: While below 50% maximum mana, gain (+1% Maximum Mana) mana regeneration per second.

Cerulean Stone

+15 Physical Armor
+200 Mana
+10 Ability Haste

Champion Crest

+8 Physical Power
+80 Health

Legendary Warrior: Upon dealing damage to an Enemy Hero or Monster, or killing an Enemy Unit, regenerate + 8% health over 10s. Upon restoring 200 health, return to base to evolve into a Legendary Crest.

Creep Slayer: Deal 15 extra basic damage to Minions.

Chronomatic Wand

+20 Magical Power
+10 Ability Haste

Citadel

+35 Physical Power
+200 Health
+45 Physical Armor

Fortification: Gain 8 physical armor for each nearby Enemy Hero.

Intimidation: Nearby Enemy Heroes have their physical armor decreased by 20%.

Claymore

+25 Physical Power
+15% Critical Chance

Codex

+12 Magical Power

Combustion

+70 Magical Power
+10 Magical Penetration
+300 Mana

Pyro: Your next instance of ability damage will deal 55 + 18% bonus magical damage to the Target and nearby Enemies - 15s CD.

Pyromaniac: Damaging Enemy Heroes reduces the cooldown of Pyro by 0.5s.

Composite Bow

+20% Attack Speed

Honed Strikes: Basic attacks deal 12 bonus physical damage on-hit.

Compound Potion

Consume: Regenerates 6 health and 3 mana per second for 15s, restoring a total of 90 health and 45 mana.

Consort Crest

+50% Base Mana Regeneration

Consort: Your next basic attack or damaging ability against an Enemy Target will deal 10 additional magic damage and grant you 20 gold. Charges generate every 30s, up to a maximum of 3, and require a nearby Allied Hero within 3000u to activate. Upon granting 240 gold, evolves into Keeper Crest.

Pacifist: Receive diminishing gold from excessive Minion kills.

Crimson Edge

+15 Physical Power
+5% Lifesteal

Crossbow

+15% Critical Chance

Crystal Tear

+30 Magical Power
+225% Base Mana Regeneration
+10 Ability Haste
+15% Heal and Shield Power

Elation: Healing or Shielding Allied Heroes grants you both 40 magical power and 20 ability haste for 5s.

Crystalline Cuirass

+350 Health
+60 Magical Armor
+10 Ability Haste

Celestial Carapace: Receiving magical damage grants a stack of Celestite for 5s, stacking up to 6 times. Stacks can only be gained once every 0.5s.

Celestite: Gain 5 Magical Armor per stack of Celestite. At maximum stacks gain 15% additional movement speed.

Deathstalker

+45 Physical Power
+10 Physical Penetration
+10 Ability Haste

Corrode: Dealing damage to an enemy hero reduces their physical armor by 4% for 3s. Stacks up to 6 times.

Virulence: Your abilities deal 25% bonus physical damage against targets with 6 stacks of Corrode.

Demolisher

+35 Physical Power
+25% Critical Chance

Puncture: Gain 30% Physical Penetration.

Deicide: Deal 0% - 25% (based on maximum health difference) bonus physical damage against enemy heroes with greater maximum health than you.

Demon Edge

+50 Physical Power
+12 Physical Penetration

Demonic: Damaging a shielded target deals 30% of the remaining shield as bonus physical damage and grants you 20% movement speed for 2s.

Diffusal Cane

+35 Magical Power
+8 Magical Penetration

Divine Wreath

+15 Magical Power
+75% Base Mana Regeneration
+10% Heal and Shield Power

Draconum

+40 Physical Power
+35 Physical Armor
+10 Ability Haste

Surge: Dealing damage with Basic Attacks and Abilities to Enemy Heroes or Monsters generates 2 physical power and 2% increased Healing, stacking up to 10 times. Stacks are lost after 5s.

Flow: Takedowns restore health equal to + 100%.

Dread

+40 Physical Power
+8 Physical Penetration
+30 Magical Armor
+150% Base Mana Regeneration

Voracity: Killing an Enemy Target restores 5% of your missing health, increased to 20% for Enemy Heroes.

Celerity: Gain 10% bonus movement speed out of combat.

Dreambinder

+80 Magical Power
+350 Health
+15% Tenacity

Chilling Spells: Damaging abilities Slow affected Units by 25% for 1s.

Dusk Stave

+25 Magical Power
+150 Mana
+10 Ability Haste

Dust Devil

+30 Physical Power
+25% Attack Speed
+25% Critical Chance

Menace: Successful Basic Attacks against enemy heroes grant 2% attack speed for 5s, stacking up to 8 times. At maximum stacks, gain 25 physical power and 18% movement speed. Critical Strikes grant 2x stacks.

Dynamo

+200 Health
+35 Physical Armor
+10 Ability Haste
+200 Mana

Immobilizer: Immobilizing an Enemy causes them to take 10% increased damage for 3s.

Elafrost

+30 Magical Power
+200 Health
+300 Mana
+10 Ability Haste

Frostbite: Basic attacks Slow Enemies by 3% for 2s, stacking up to 8 times. Melee basic attacks apply 2 stacks.

Frostfang: Applying 8 stacks of Frostbite to a Target deals an additional (+10% Maximum Mana) magical damage and Roots them for 1s - 8s CD per Target.

Energy Stream

+50% Base Mana Regeneration

Epoch

+35 Magical Power
+200 Mana

Active - Stasis Device: Enter Stasis for 2.5s, rendering yourself Invulnerable for the duration but unable to move, attack or use abilities - 120s CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Essence Ring

+125% Base Mana Regeneration
+10 Ability Haste

Eviscerator

+20% Attack Speed
+5% Lifesteal

Active - Rending Strikes: Upon activation, gain 10% attack speed and empower your basic attacks to deal + 20% true damage on-hit for 6s - 30s CD.

Creep Slayer: Deal 30 extra basic damage to Minions.

Fenix

+15 Physical Power
+150 Health

Active - Rebirth: Mark your current location and resurrect at the mark with 40% maximum health and mana should you die within the next 4s - 210s CD.

Creep Slayer: Deal 30 extra basic damage to Minions.

Fire Blossom

+300 Health
+200 Mana
+40 Physical Armor

Heatwave: Deal 15 (+1.5% Bonus Health) magical damage per second to nearby Enemies, increased by 100% against Immobilized Targets, and 100% against Monsters.

Flourishing Totem

+20 Magical Power
+250 Mana

Bloom: Gain 2 magical power when damaging Enemy Heroes with an ability (3s CD), stacking up to 15 times. At maximum stacks, gain an additional 20 magical power. Lose all stacks on death.

Flux Matrix

+300 Health
+40 Magical Armor
+20 Ability Haste

Unstable Shackles: Nearby enemy heroes take 10% additional magical damage and have their tenacity decreased by 20%.

Fortified Mantle

+15 Physical Power
+20 Physical Armor

Frostguard

+200 Health
+70 Physical Armor
+250 Mana
+10 Ability Haste

Chilling Presence: Apply a stack of Stifle every 0.5s.

Stifle: When hit by a basic attack, reduce the Source's total attack speed by 4% for 3s, stacking up to 6 times.

Galaxy Greaves

+40 Physical Armor
+30 Magical Armor
+100% Base Mana Regeneration
+10 Ability Haste

ZeroG: Moving generates stacks of ZeroG, at 100 stacks your next jump will have increased height.

Celerity: Gain 10% bonus movement speed out of combat.

Golem's Gift

+70 Magical Power
+30 Physical Armor
+10 Ability Haste

Stone Skin: Gain 30 magical power and 30 physical armor. Whenever you take physical damage from an Enemy Hero, decrease both bonuses by 6. This effect resets to full when you leave combat. Casting abilities will refresh 1 stack per cast up to the maximum of 5 stacks.

Goliath Crest

+160 Health

Legendary Titan: After taking damage, heal +1% of Maximum Health over 10s. This healing is doubled for 5s after killing an Enemy Unit. Upon restoring 400 health, return to base to evolve into a Legendary Crest.

Creep Slayer: Deal 30 extra basic damage to Minions.

Greatsword

+30 Physical Power

Guardian Crest

+50% Base Health Regeneration

Guardian: Your next basic attack or damaging ability against an Enemy Target will restore 20 health and grant you 20 gold. Charges generate every 30s, up to a maximum of 3, and require a nearby Allied Hero within 3000u to activate. Upon granting 240 gold, evolves into Warden Crest.

Pacifist: Receive diminishing gold from excessive Minion kills.

Hallowed Braid

+150 Health
+50% Base Mana Regeneration

Elegy: Hero Deaths grant a stack of Elegy, up to a maximum of 20. Each stack grants 1 magical power and 5% base mana regeneration.

Health Potion

Consume: Regenerates 10 health per second for 15s, restoring a total of 150 health.

Heroic Guard

+20 Physical Power
+15 Magical Armor
+15 Tenacity

Hexbound Bracers

+60 Physical Armor
+400 Mana
+15 Ability Haste

Meditation: Gain 20 ability haste while above 50% maximum mana.

Mana Reactor: Restore mana equal to 10% of the damage taken from Enemy Heroes.

Honed Kris

+20 Physical Power
+4 Physical Penetration

Horned Plate

+30 Physical Armor

Blighted Skin: When hit by a basic attack, reduce the Source's Healing by 20% for 3s.

Hunt

Active - Slay: Deal 500 true damage to an Enemy Minion or Monster.

Jungler: Dealing damage to Monsters applies a burn, dealing 30 (+15% Magical Power)(+3% bonus health) magical damage over 3s. Basic attacks against Monsters restore 3 mana on-hit and you restore 1-6 mana per second based on your missing mana whilst in the jungle. Melee Heroes heal for 5% of damage dealt to Monsters. Gain an additional 140 XP for the first Monster you kill. Additionally, you receive diminishing gold from excessive Minion kills.

BGH: Killing Monsters grants a stack of Hunt. At 40 stacks, the item evolves, increasing the damage of Slay to 1000.

Iceskorn Talons

+10 Physical Power
+100 Health
+10 Ability Haste

Active - Glacial Colosseum: Create a dueling zone around you in a large area that remains for 15s. Yourself and Allied Heroes within the zone gain 15% increased physical power and 15% bonus movement speed for 3s. Enemy Units within the zone are Slowed by 15% - 40s CD.

Creep Slayer: Deal 30 extra basic damage to Minions.

Imperator

+60 Physical Power
+25% Critical Chance

Precision: Critical Strikes deal 15% more damage.

Infernum

+50 Physical Power
+200 Mana
+20 Ability Haste

Cinder: Abilities and basic attacks apply stacks of Kindling to enemy targets for 2.5s. At 3 stacks, the Kindling ignites dealing 15 (+100% bonus physical power) physical damage over 2s.

Intellect Tonic

Consume: Grants 50 magical power and 200% base mana regeneration for 5 minutes. Effect is lost upon death.

Ironwood Warbow

+20 Physical Power
+15% Attack Speed

Zap: Every fourth successful basic attack deals 15 + 30% bonus physical damage.

Keeper Crest

+10 Magical Power
+50% Base Mana Regeneration
+0.2 Gold Per Second

Legendary Consort: Your next basic attack or damaging ability against an Enemy Target will deal 15 additional magic damage and grant you 20 gold. Charges generate every 30s, up to a maximum of 3, and require a nearby Allied Hero within 3000u to activate. Upon granting 240 gold, return to base to evolve into a Legendary Crest.

Pacifist: Receive diminishing gold from excessive Minion kills.

Oracle: Gain Solstone upon completion of Legendary Consort.

Kingsbane

+55 Physical Power
+20% Attack Speed
+5% Omnivamp

Chaos: Successful basic attacks deal 10 + 15% additional physical damage on-hit.

Order: Successful basic attacks restore 10 + 15% health on-hit.

Leafsong

+180 Health
+50% Base Health Regeneration
+10 Ability Haste

Active - Phantom Rush: Increase the movement speed of yourself and nearby Allies by 50% for 4s. Heroes affected by Phantom Rush are immune to Slows and may pass through Enemy Heroes - 100s CD.

Wealthy Pacifist: Increase Passive Gold Income by 50% and receive diminishing gold from excessive Minion kills.

Visionary: Gain Solstone and increase your Ward Cap from 2 to 3.

Legacy

+45 Physical Power
+30 Magical Armor
+10 Ability Haste
+30 Tenacity

Tenacious Bravery: Dropping below 40% max health cleanses you and grants CC immunity for 5s - 90s CD.

Liberator

+15% Attack Speed
+8% Lifesteal

Active - Purifying Guard: Cleanse all Debuffs and gain a 100 + 150% shield for 2.5s - 150s CD.

Creep Slayer: Deal 30 extra basic damage to Minions.

Life Stream

+75% Base Health Regeneration

Lifebinder

+80 Magical Power
+275 Health
+15% Magical Lifesteal

Vital Bond: Gain (+0.5% bonus health) Ability Haste per 50 Magical Power.

Lightning Hawk

+45 Physical Power
+25% Attack Speed
+25% Critical Chance

Chilling Zap: Every fourth successful basic attack deals + 50% bonus physical damage and slows the target by 25% for 0.5s.

Loch Shawl

+150 Health
+15 Magical Armor Regeneration

Blighted Veil: Receiving magical damage reduces the source's healing by 20% for 3s.

Longbow

+10% Attack Speed

Magician Crest

+120 Mana

Magician: Restore 4 mana each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 5 mana when killing an Enemy Unit. Upon restoring 300 mana, evolves into Wizard Crest.

Creep Slayer: Deal 20 extra basic damage to Minions.

Magnify

+60 Magical Power
+50% Attack Speed

Shredding Strikes: Your basic attacks decrease the Target's magical armor by 5% for 3s, stacking up to 5 times.

Magnifying Strikes: Basic attacks against Enemy Heroes grants you 6 magical power for 3s, stacking up to 5 times.

Malady

+45 Physical Power
+8 Physical Penetration
+10 Ability Haste

Parting Gift: Killing an Enemy Unit causes them to explode in a small radius, dealing (+30% of the Target's Maximum Health) as physical damage. Damage ranges from 100%-40% based on distance between Targets and is capped at 500 - 2s CD.

Demise: Dealing damage to an Enemy Hero that is below 40% maximum health deals an additional 40 + 10% physical damage, increasing by 5 with each activation. Takedowns reset Demise's cooldown - 45s CD.

Mana Potion

Consume: Restores 6 mana per second for 15s, restoring a total of 90 mana.

Marksman Crest

+6% Attack Speed

Marksman: Restore 1 health when landing successful basic attacks against an Enemy Heroes and Monsters, or 3 health when killing an Enemy Unit. Upon restoring 150 health, evolves into Sharpshooter Crest.

Creep Slayer: Deal 15 extra basic damage to Minions.

Marshal

+45 Magical Power
+125% Base Mana Regeneration
+15 Ability Haste

Sheriff: Yourself and nearby Allied Heroes gain 20% attack speed and deal 15 (+1 per the Target's level) magical damage on-hit.

Megacosm

+70 Magical Power
+200 Mana
+20 Ability Haste

Disintegrate: Dealing damage to an Enemy Target with an ability deals 4% of their maximum health as magical damage over 3s.

Atomize: Damaging an enemy hero affected by Disintegrate with an ability deals an additional 5% of their maximum health as magical damage - 8s CD.

Mesmer

+250 Health
+40 Physical Power
+8 Physical Penetration

Vengeful Shroud: Grants a Spell Shield that blocks the next Enemy ability. Upon blocking an Enemy ability, gain 30 physical power for 3s - 60s CD.

Mindrazor

+40 Physical Power
+200 Mana
+20 Ability Haste

Ingenious Cleave: Dealing damage to an Enemy Unit with a basic attack or ability deals an additional + 30% physical damage in a small area around them. Damage ranges from 100% to 50% based on distance between Targets. DOT sources are excluded.

Potent Font: Killing an enemy minion grants 5 bonus mana, up to a maximum of 400. At maximum stacks, gain 2.5% of your maximum mana as additional physical power.

Mutilator

+40 Physical Power
+15 Ability Haste
+8% Omnivamp

Mutilate: Basic attacks deal 1% of the Enemy Hero's maximum health as bonus physical damage. Applies twice on non-DOT abilities.

Devour: Damaging an Enemy Hero with an ability steals 5% of their maximum health for 20s. Can only occur once per Target.

Nex

+12 Physical Power
+15 Physical Penetration

Active - Reap: Dash a short distance and deal (+100% Bonus Physical Power)(+100% of Sow) physical damage to all nearby Enemy Heroes and Slow them by 80% for 1s - 90s CD.



Sow: Store 30% of damage dealt to Enemy Heroes (15% for AOE abilities) in the past 5s as Sow. Sow charges are expended upon using Reap.

Nightfall

+45 Physical Power
+12 Physical Penetration

Eclipse: Dealing damage to an isolated Enemy Hero grants 10% attack speed and 10 ability haste for 5s, stacking up to 3 times. At maximum stacks, gain 8% omnivamp.

Nocstone

+5 Magical Power
+5 Ability Haste

Warder: Wards last for 30s longer.

Nullifying Mask

+25 Magical Armor

Nyr Warboots

+180 Health
+8 Physical Armor
+8 Magical Armor

Active - Resilience: Gain 30% movement speed and store 45% of damage received for 5s. After the duration, regenerate health equal to the damage stored over 3s - 120s CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Oathkeeper

+70 Magical Power
+200 Health
+25 Ability Haste

Celestial Spellblade: After using an ability, your next basic attack within 6s deals + 60% + 50% bonus magical damage on-hit - 1.5s CD.

Obelisk

+35 Magical Power
+8 Magical Penetration

Active - Condemn: Enhance your next basic attack to deal 80 (+20% Magical Power)(+15 per Soul) additional magic damage. If a Target struck by Condemn dies within 3s, gain a Soul - 20s CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Oblivion Crown

+120 Magical Power

Annihilate: Increase your magical power by 15%.

Oblivion: Your next instance of ability damage against an Enemy Hero will deal an additional 10% of their current health as magic damage - 30s CD.

Occult Crest

+10 Magical Power

Occultist: Restore 3 health each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 4 health when killing an Enemy Unit. Upon restoring 200 health, evolves into Warlock Crest.

Creep Slayer: Deal 20 extra basic damage to Minions.

Omen

+45 Physical Power
+8 Physical Penetration
+20 Ability Haste

Bestial Torment: Moving generates stacks of Torment. At 100 stacks, your next basic attack consumes them to deal 30 (+20% Bonus Physical Power) bonus physical damage and reduce your current basic ability cooldowns by 2s.

Ortus

+10 Physical Power
+10 Ability Haste
+8 Physical Penetration

Active - Limit Breaker: Upon activation, gain 20% movement speed and 10% increased physical power for 8s. Takedowns within the duration permanently grant 3 physical power and refresh the duration - 90s CD.

Creep Slayer: Deal 30 extra basic damage to Minions.

Overlord

+25 Physical Power
+450 Health

Colossal Cleave: Basic attacks deal (+30% Total Physical Power)(+2% Maximum Health) physical damage in a small area around the Target. Damage ranges from 100%-50% based on the distance between Targets.

Bludgeon: Gain (+2.5% Bonus Health) Physical Power.

Pacifier

+10 Physical Power
+10% Attack Speed
+5% Lifesteal

Active - Adrenalize: Dash a short distance and empower your next physical damage within 6s to deal 35 + 30% additional physical damage, 2.5x damage against Targets below 40% maximum health. Killing an Enemy Hero within 6s allows Adrenalize to be recast for 10s - 120s CD.

Creep Slayer: Deal 30 extra basic damage to Minions.

Painweaver

+45 Physical Power
+10 Physical Penetration
+10 Ability Haste

Spellweaver: After using an ability your next basic attack within 6s deal (+50% Bonus Physical Power) bonus physical damage on-hit, increasing by up to 50% based on the Target's missing health - 1.5s CD.

Splice: Casting an ability will grant you 3 physical penetration and 3% movement speed for 4s, stacking up to 4 times.

Polar Treads

+15 Magical Armor
+75% Base Mana Regeneration

Celerity: Gain 5% bonus movement speed out of combat.

Potent Staff

+45 Magical Power

Prophecy

+70 Magical Power
+25% Attack Speed
+10 Ability Haste

Magical Strikes: Basic attacks deal 15 (+20% Magical Power) bonus magical damage on-hit.

Hasty: Gain (+30% Bonus Attack Speed) Ability Haste.

Protection Tonic

Consume: Grants 20 physical armor, 20 magical armor and 30% tenacity for 5 minutes. Effect is lost upon death.

Raiment of Renewal

+600 Health
+100% Base Health Regeneration
+200 Mana
+10 Ability Haste

Regenerator: Regenerate 10% of damage taken over 6s.

Synthesis: Gain Health Regeneration equal to 0.5% of your bonus health.

Rapid Rapier

+20 Physical Power
+15% Attack Speed
+5 Physical Penetration

Razorback

+160 Health
+10 Physical Armor
+10 Magical Armor

Active - Echidna: Gain 25% physical armor and magical armor, and reflect 15% of damage received from Enemy Heroes as true damage for 6s - 90s CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Reclamation

+20 Magical Power
+75% Base Mana Regeneration
+10 Ability Haste

Active - Cripple: Target a nearby Enemy Hero, Slowing them and reducing their total attack speed by 30% for 2.5s - 120s CD.

Purify: Cleanse yourself and nearby allied heroes - 150s CD.

Wealthy Pacifist: Increase Passive Gold Income by 50% and receive diminishing gold from excessive Minion kills.

Visionary: Gain Solstone and increase your Ward Cap from 2 to 3.

Refillable Potion

Consume: Restores 80 (+10 per level) health per second for 10s, restoring a total of 80-260 health.

Max Charges: 2.

Refill: Charges are restored upon visiting base.

Requiem

+20 Magical Power
+200 Health
+125% Base Mana Regeneration
+10% Heal and Shield Power

Elegy: When a Hero dies gain a stack of Elegy, up to a maximum of 20 stacks. Each stack grants 1 magical power and 5% base mana regeneration.

Remembrance: Grant nearby Allies 1 physical power and 0.5% lifesteal per stack of Elegy.

Resolution

+40 Physical Power
+20% Attack Speed
+8 Physical Penetration
+200 Mana

Darksteel: Basic attacks deal (+6% maximum mana) bonus physical damage on-hit over 5s. Additional applications refresh the duration.

Midnight: Basic attacks restore 3% missing mana on-hit.

Rift Walkers

+120 Health
+50% Base Health Regeneration
+10 Physical Armor
+10 Magical Armor

Active - Rift Snatcher: Dash forward a short distance and pull all nearby Enemy Heroes towards you - 120s CD.

Wealthy Pacifist: Increase Passive Gold Income by 50% and receive diminishing gold from excessive Minion kills.

Visionary: Gain Solstone and increase your Ward Cap from 2 to 3.

Robust Arbalest

+15% Critical Chance
+20% Attack Speed

Rogue Crest

+8 Physical Penetration

Rogue: Restore 3 health each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 4 health when killing an Enemy Unit. Upon restoring 200 health, evolves into Assassin Crest.

Creep Slayer: Deal 15 extra basic damage to Minions.

Rune Bow

+25% Attack Speed

Ruthless Broadsword

+25 Physical Power

Corrode: Dealing damage to an Enemy Hero reduces their physical armor by 4% for 3s, stacking up to 6 times.

Sabre

+15 Physical Power

Salvation

+40 Physical Power
+500 Health
+30% Tenacity

Aegis: Falling below 40% maximum health grants you a (+20% maximum health) shield (halved for Ranged Heroes) and 10% Omnivamp for 6s - 60s CD.

Sanctification

+200 Health
+50% Base Health Regeneration
+10 Heal and Shield Power

Active - Safeguard: Grants yourself and nearby Allied Heroes a 250 (+12% of Caster's Maximum Health) shield for 3s. While the shield holds, Heroes gain 60% tenacity - 120s CD.

Wealthy Pacifist: Increase Passive Gold Income by 50% and receive diminishing gold from excessive Minion kills.

Visionary: Gain Solstone and increase your Ward Cap from 2 to 3.

Saphir's Mantle

+300 Health

Active - Atlas: Gain (+18% Maximum Health) bonus health for 6s. During this time, dealing damage Slows Enemies by 15% for 1s - 90 CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Scalding Sceptre

+30 Magical Power
+18% Magical Penetration

Scepter

+30 Magical Power

Sentry

Active - Sentry: Reveal nearby Enemy Wards in a small area around you for 12s - 96s (-2 per level) CD.

Max Charges: 2

Serrated Blade

+20 Physical Power

Blighted Strikes: Dealing physical damage reduces the Target's Healing by 20% for 3s.

Sharpshooter Crest

+10% Attack Speed
+5% Lifesteal

Legendary Marksman: Restore 1 health when landing successful basic attacks against an Enemy Heroes and Monsters, or 3 health when killing an Enemy Unit. Upon restoring 150 health, return to base to evolve into a Legendary Crest.

Creep Slayer: Deal 15 extra basic damage to Minions.

Shortsword

+8 Physical Power

Silentium

+100 Health
+25 Magical Power
+75% Base Mana Regeneration

Active - Muzzle: Silence an Enemy Hero for 1.5s. If Muzzle interrupts an ability, deal 150 (+50% Magical Power)(+50% Bonus Physical Power) magical damage to the Target - 120s CD.

Wealthy Pacifist: Increase Passive Gold Income by 50% and receive diminishing gold from excessive Minion kills.

Visionary: Gain Solstone and increase your Ward Cap from 2 to 3.

Sky Splitter

+35 Physical Power
+30% Attack Speed

Rend: Basic attacks deal 2.5% of the target's current health as bonus physical damage on-hit.

MPA: Rend's bonus damage deals a minimum of 10 and is capped at 50 against monsters and minions.

Carve: Every fourth successful basic attack against the same target within 6s deals 5% of their maximum health as bonus physical damage.

Solstone

Active - Oracle Ward: Place an invisible Oracle Ward for 120s at your target location, revealing any nearby Visible and Stealthed Enemy Units - 174s (-3s per level) CD.

Max Charges: 3.

Refill: Charges are restored upon visiting base.

Soul Chalice

+10 Physical Power
+150 Mana
+10 Ability Haste

Potent Font: Killing an enemy minion grants 5 bonus mana, up to a maximum of 400. At maximum stacks, gain 2.5% of your maximum mana as additional physical power.

Soulbearer

+25 Magical Power
+300 Mana
+10 Ability Haste

Active - Anima: Gain a (+25% maximum mana) shield, 20% magical lifesteal and 10% movement speed for 8s - 90 CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Spell Slasher

+10 Ability Haste

Spellblade: After using an ability, your next basic attack within 6s deals + 35% bonus physical damage - 1.5s CD.

Spellbreaker

+60 Magical Power
+40 Magical Armor
+10 Ability Haste

Veil: Grants a Spell Shield that blocks the next Enemy ability - 60s CD.

Malefic: Gain 20% increased magical power while Veil is active.

Spiked Birch

+35 Magical Power

Blighted Spells: Dealing magical damage reduces the Target's Healing by 20% for 3s.

Spirit Beads

+150 Mana

Stalwart Gauntlets

+150 Health
+100% Base Health Regeneration

Stamina Tonic

Consume: Grants 300 health and 12 health regeneration for 5 minutes. Effect is lost upon death.

Stealth Ward

Active - Stealth Ward: Place an invisible Ward for 84s (+2 per level) at your target location, revealing any nearby Visible and Camouflagued Enemy Units - 174s (-3s per level) CD.

Max Charges: 2

Steel Mail

+30 Physical Armor

Stonewall

+250 Health
+150% Base Health Regeneration
+70 Physical Armor

Shockwave: Taking damage that would reduce you below 40% maximum health unleashes a shockwave, Stunning all nearby Enemies for 1s - 90s CD.

Bulwark: Take 10 (+5% Bonus Physical Armor)% decreased damage from physical abilities.

Storm Breaker

+25 Physical Power
+35% Attack Speed

Chain Zap: Every fourth successful basic attack releases a bolt of lightning which leaps between 7 targets, dealing 40 + 40% magical damage and applying on-hit effects to each.

Thunderstruck: Basic attacks deal 30 bonus physical damage on-hit. Additionally, convert every 1% critical strike chance into 1 additional bonus physical damage on-hit.

Strength Tonic

Consume: Grants 30 physical power and 10% omnivamp for 5 minutes. Effect is lost upon death.

Tainted Bastion

+350 Health
+150% Base Health Regeneration
+30 Magical Armor

Blighted Veil: Receiving magical damage reduces the source's Healing by 40% for 3s.

Colossus: Gain 5% damage mitigation, doubled vs. targets affected by Blight.

Tainted Blade

+40 Physical Power
+250 Health
+15 Ability Haste

Blighted Strikes: Dealing physical damage to an Enemy Target reduces their Healing by 40% for 3s.

Hex: Damaging an Enemy Target affected by Blight with an ability causes them to take 10% more damage for 3s.

Tainted Guard

+350 Health
+50 Physical Armor
+10 Ability Haste

Blighted Thorns: When hit by a basic attack, reduce the Source's Healing by 40% and apply a bleed dealing 30 (+30% Bonus Physical Armor) magical damage over 3s.

Tainted Rounds

+25 Physical Power
+30% Attack Speed
+25% Critical Chance

Blighted Strikes: Successful basic attacks reduce the target's healing by 40% for 3s.

Wicked Strikes: Basic attacks deal + 15% (+20% Critical Strike Chance) magical damage on-hit, increasing by up to 100% based on the target's missing health.

Tainted Scepter

+70 Magical Power
+200 Health
+10 Magical Penetration

Blighted Spells: Dealing magical damage to an Enemy Target reduces their Healing by 40% for 4s.

Malice: Every second, gain a stack of Malice, up to a maximum of 15. Damaging an Enemy Hero with an ability consumes Malice to deal 5 magical damage (+ 1% magical power) per stack. Takedowns grant maximum stacks of Malice instantly.

Tainted Totem

+35 Physical Armor
+30 Magical Armor
+150% Base Mana Regeneration
+15 Ability Haste

Chilling Blight: Nearby Enemy Heroes have their Healing reduced by 40% and are Slowed by 10%.

Nirvana: Nearby Allied Heroes receive 15% increased Healing and Shielding.

Tectonic Mallet

+35 Physical Power
+40 Magical Armor
+10 Ability Haste
+5 Movement Speed

Magnitude: Gain 25% of your bonus movement speed as bonus physical power.

Harmonic Absorber: While Slowed, gain 10% increased movement speed.

Tempest

+25 Magical Power
+120 Health
+10 Ability Haste

Active - Overcharge: Overcharge for 8s causing lightning to zap up to 3 nearby Enemy Heroes each second, dealing 20 + 12% magical damage and healing you equal to 50% of damage dealt. Multiple strikes against the same Target deal 50% reduced damage - 90s CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Temporal Ripper

+20 Physical Power
+10 Ability Haste

Tenacious Drape

+150 Health
+15% Tenacity

Terminus

+45 Physical Power
+12% Lifesteal
+25% Critical Chance

Anon: Excess healing from lifesteal is converted into a shield, up to + 80% total. The shield slowly decays after 15s of leaving combat.

The Perforator

+55 Physical Power
+15 Ability Haste

Puncture: Gain 30% Physical Penetration.

Chilling Spells: Damaging abilities slow affected units by 25% (10% for DoT Abilities) for 1s.

Time-Flux Band

+25 Magical Power
+200 Mana
+8 Magical Penetration

Active - Turntable: Mark your current location and gain 20% movement speed for 4s. After 4s, teleport back to the marked location and reset your basic ability cooldowns - 90s CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Timewarp

+90 Magical Power
+150% Mana Regen
+25 Ability Haste

Ferrumancer: Casting an ability grants you 6 magical power and 3 physical armor for 5s, stacking up to 5 times.

Chime: Every 8s, subtract 1s from all current ability cooldowns.

Titan Crest

+60 Health

Titan: After taking damage, heal 1% of Maximum Health over 10s. Upon restoring 300 health, evolves into Goliath Crest.

Creep Slayer: Deal 20 extra basic damage to Minions.

Tranquility

+20 Magical Power
+50% Base Mana Regeneration
+10 Health and Shield Power

Active - Grace: Heal yourself and nearby Allied Heroes for 150 (+50% Magical Power) and grant affected Units 10% damage mitigation for 3s - 30s CD.

Wealthy Pacifist: Increase Passive Gold Income by 50% and receive diminishing gold from excessive Minion kills.

Visionary: Gain Solstone and increase your Ward Cap from 2 to 3.

Truesilver Bracelet

+25 Magical Power
+200 Health
+25 Magical Armor
+10 Ability Haste

Reprisal: Casting your ultimate grants you a 250 (+15% Bonus Health) shield for 5s. While the shield holds, gain CC immunity. Upon removal, it explodes dealing magical damage to nearby Enemies for 60% of the initial strength - 40s CD.

Tunic

+12 Physical Armor

Typhoon

+25 Magical Power
+15% Attack Speed
+4% Omnivamp

Cyclone: Basic attacks grant a stack of Cyclone for 3s, increasing your attack speed by 3 (+3% Magical Power)%. Cyclone stacks up to 4 times.

Active - Mirage: When at maximum stacks of Cyclone, dash a short distance - 20s CD.

Creep Slayer: Deal 40 extra basic damage to Minions.

Unbroken Will

+350 Health
+150% Base Health Regeneration
+30 Magical Armor
+15% Tenacity

Undying: When you are immobilized, receive +30 total physical armor and magical armor for 2s.

Persistence: If you are immobilized or displaced, you restore +6% maximum health over 4s.

Vanguardian

+300 Health
+30 Magical Armor
+30% Tenacity

Vanguard: Receiving damage from an Enemy Hero grants you 30 physical armor and 30 magical armor for 4s. While active, damage received from Enemy Heroes refreshes the duration - 60s CD.

Guardian: Nearby Allied Heroes gain 10 physical armor and 10 magical armor.

Vanquisher

+45 Physical Power
+12 Physical Penetration
+25% Critical Chance

Annihilate: If you deal damage that would leave a hero below 6% of their maximum health, execute them.

Violet Brooch

+150 Health
+10 Ability Haste

Viper

+35 Physical Power
+25% Critical Chance
+20% Attack Speed

Corrode: Dealing damage to an Enemy Hero reduces their physical armor by 4% for 3s. Stacks up to 6 times.

Diligence: Your Critical Strikes deal 15% more damage against Targets with 6 stacks of Corrode.

Vitality Beads

+100 Health

Void Crystal

+40 Magical Power
+150 Health

Fiend: Dealing magical damage to an Enemy Hero increases your magical damage dealt by 3% for 5s, stacking up to 4 times.

Void Helm

+450 Health
+40 Magical Armor
+10 Ability Haste

Anima: Gain 10% increased Healing.

Abyssal Grasp: Immobilizing an Enemy Hero restores 3% of your maximum health over 4s.

Warden Crest

+100 Health
+50% Base Health Regeneration
+0.2 Gold Per Second

Legendary Guardian: Your next basic attack or damaging ability against an Enemy Target will restore 30 health and grant you 20 gold. Charges generate every 30s, up to a maximum of 3, and require a nearby Allied Hero within 3000u to activate. After granting 240 gold, return to base to evolve into a Legendary Crest.

Pacifist: Receive diminishing gold from excessive Minion kills.

Oracle: Gain Solstone upon completion of Legendary Guardian.

Wardens Faith

+300 Health
+70 Physical Armor

Stalwart: Take 15% reduced damage from Critical Strikes.

Retribution: When hit by a basic attack, reduce current basic ability cooldowns by 0.2s.

Warlock Crest

+25 Magical Power

Legendary Occultist: Restore 3 health each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 4 health when killing an Enemy Unit. Upon restoring 200 health, return to base to evolve into a Legendary Crest.

Creep Slayer: Deal 30 extra basic damage to Minions.

Warrior Crest

+6 Physical Power

Warrior: Upon dealing damage to an Enemy Hero or Monster, or killing an Enemy Unit, regenerate + 8% health over 10s. Upon restoring 200 health, evolves into Champion Crest.

Creep Slayer: Deal 15 extra basic damage to Minions.

Wellspring

+45 Magical Power
+100% Base Mana Regeneration
+20% Heal and Shield Power

Vital Waters: Casting an ability heals nearby Allies for 40 (+20% Magical Power) over 2s.

Soothing Waters: Vital Waters heals an additional 8% of your lowest Ally's maximum health. Basic attacks against Enemy Heroes reduce the cooldown of Soothing Waters by 1s - 15s CD.

Wild Hunt

Active - Slay: Deal 1000 true damage to an Enemy Minion or Monster.

Jungler: Dealing damage to Monsters applies a burn, dealing 30 (+15% Magical Power)(+3% bonus health) magical damage over 3s. Basic attacks against Monsters restore 3 mana on-hit and you restore 1-6 mana per second based on your missing mana whilst in the jungle. Melee Heroes heal for 5% of damage dealt to Monsters. Gain an additional 140 XP for the first Monster you kill. Additionally, you receive diminishing gold from excessive Minion kills.

Witchstalker

+12 Physical Power
+8 Physical Penetration
+4% Omnivamp

Active - Purifying Strike: Cleanse all Debuffs and empower your next basic attack or damaging ability against an Enemy Hero to deal 4% (+4% per effect removed) of their maximum health as bonus true damage, healing you for an equal amount - 150s CD.

Creep Slayer: Deal 30 extra basic damage to Minions.

Wizard Crest

+12 Magical Power
+150 Mana

Legendary Magician: Restore 4 mana each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 5 mana when killing an Enemy Unit. Upon restoring 300 mana, return to base to evolve into a Legendary Crest.

Creep Slayer: Deal 30 extra basic damage to Minions.

World Breaker

+55 Magical Power
+300 Health
+30% Tenacity

Fiend: Dealing magical damage to an Enemy Hero increases your magical damage dealt by 3% for 5s, stacking up to 5 times.

Maya: Gain (4% bonus health) bonus magical power.

Wraith Leggings

+80 Magical Power
+15 Magical Penetration

Spectre: Dealing damage to an Enemy Hero with an ability grants 100 movement speed for 1.5s.

Carnage: Abilities deal an additional 15% magical damage against Enemy Heroes below 40% maximum health.

Wraps

+12 Magical Armor

Zealous Tomahawk

+20 Physical Power

Desolate: Your physical damage ignores 18% of your target's physical armor (Before Penetration).