Welcome to the gun show.
Greystone charges into battle.
Further hero and crest rebalancing.
Sweeping nerfs to crests and sustain.
Voodoo haunts the middle lane in May.
+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.
love this build the first game i played i made them leave lol
After 100+ Matches With Gideon (65% Win Ratio), This Is My In Depth Guide On How To Build Depending On Opponents Composition.
4,089 0Hero takedowns permanently grant 1.5% magical lifesteal, stacking up to 10 times.
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.
Send out a cloud of darkness dealing 80 + 80% magical damage to enemy targets within its path.
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.
Melee basic attack dealing 56 + 90% physical damage.
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%.
After casting an ability, Crunch amplifies his next basic attack to deal + 15% + 15% bonus magical damage and reduce his current cooldowns by 1s.
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.
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.
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.
Melee basic attack dealing 56 + 80% physical damage.
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 can jump while airborne to activate Rocket Boots, propelling her upward.
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.
Deploy a circular energy fence for 2.4s, preventing enemy heroes from passing through.
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.
Ranged basic attack dealing 54 + 60% physical damage.
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's critical strikes and abilities apply a bleed to enemies, dealing 1% of their maximum health as physical damage over 3s.
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.
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.
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.
Ranged basic attack dealing 53 + 80% physical damage.
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.
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.
Gain a 100 + 100% shield for 2.5s. Feng Mao gains 15 + 25%% movement speed while the shield holds.
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%.
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.
Melee basic attack dealing 55 + 80% physical damage.
Dash forward, dealing 60 + 60% physical damage to all enemies in Feng Mao's path, and in a small areas around the target location.
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.
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.
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.
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%.
Ranged basic attack dealing 53 + 60% physical damage.
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%.
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.
Rip down a meteor from the sky, dealing 100 + 45% magical damage to all enemies caught in the area of impact.
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.
Unleash a black hole beneath Gideon which slowly drags nearby enemies towards its center, dealing 405 + 261% magical damage over a 3.5s channel.
Ranged basic attack dealing 50 + 60% physical damage.
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.
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.
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.
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.
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.
Melee basic attack dealing 52 + 80% physical damage.
Leap up to 1350 units, dealing 90 + 80% physical damage in a 450 unit radius.
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 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.
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.
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.
Melee basic attack dealing 54 + 80% physical damage.
Using both weapons, Grux cleaves all enemies in front of him, dealing 20 + 120% physical damage.
Double Pain applies on-hit effects twice.
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.
Fire a long range rocket which explodes on impact, dealing 70 + 70% magical damage to all enemies in a small area.
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.
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.
Ranged basic attack dealing physical damage.51 + 60%
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.
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.
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.
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.
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.
Ranged basic attack dealing 50 + 60% physical damage.
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 can jump up to 2 additional times while mid-air, thrusting her in the direction of movement.
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.
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.
After a brief delay Kallari dashes forward, cutting through all enemies in her path, dealing 200 + 120% physical damage.
Melee basic attack dealing 61 + 90% physical damage.
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.
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 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.
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.
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.
Melee basic attack dealing 54 + 80% physical damage.
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'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.
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.
Dash in your current movement direction 600 units, becoming briefly untargetable and gaining an additional 10 bonus physical power for 4s.
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%.
Ranged basic attack dealing 53 + 80% physical damage.
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.
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.
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.
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.
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.
Melee basic attack dealing 55 + 80% physical damage.
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's abilities gain additional strength at maximum rank.
Additionally, she gains 10% increased maximum mana each time she maxes out an ability.
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.
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.
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.
Ranged basic attack dealing 54 + 60% physical damage.
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'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.
Throw a hive of insects which explodes dealing 60 + 50% magical damage and slowing targets hit by 10% for 3s.
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.
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.
Ranged basic attack dealing 54 + 60% physical damage.
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.
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.
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.
Inject a stimulant, granting Murdock 50 + 100% health, and 135% movement speed for 2s.
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.
Ranged basic attack dealing 56 + 90% physical damage.
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'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.
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.
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.
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.
Ranged basic attack dealing 44 + 60% physical damage.
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'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.
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.
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.
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.
Melee basic attack dealing 55 + 90% physical damage.
Grants 2 Rhythm stacks on hit.
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.
After casting an ability, restores 10 (+6 per level) + 25% health over 3s. Linked allies receive the same healing. This effect does not stack.
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.
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.
Phase overcharges herself and her linked ally, granting both 50 attack speed, 30 ability haste and 130% decaying movement speed for 8s.
Ranged basic attack dealing 52 + 60% physical damage.
Applies a Link to targeted Ally granting them 2 physical power while linked. If reactivated, Phase will pull the linked ally towards her.
The link will be broken if the target goes out of range, or if Phase is hit by a Silence, Stun, or Knockup effect.
Rampage gains 19% attack speed and + 0.4% health regeneration while in the Jungle.
The health regeneration is 2x stronger while out of combat.
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.
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%.
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.
Melee basic attack dealing 54 + 90% physical damage.
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 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.
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 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.
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.
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.
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 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.
Swing an electrified whip, dealing 60 + 40% magical damage to all enemies hit and silencing them for 1.2s.
Emit an electrical aura, granting Riktor 10% bonus movement speed and dealing 110 + 8% + 60% magical damage to all nearby enemies over 5s.
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.
Melee basic attack dealing 55 + 90% physical damage.
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.
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.
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.
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.
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.
Melee basic attack dealing 58 + 90% physical damage.
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 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.
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.
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.
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.
Melee basic attack dealing 56 + 60% physical damage.
Dash forward, gliding through any enemies in Sevarog's path.
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.
Summon a Spirit Wolf that runs in a straight line and passes through all enemy targets, dealing 65 + 60% magical damage.
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.
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.
Melee basic attack dealing 47 + 80% physical damage.
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'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.
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.
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.
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.
Ranged basic attack dealing 51 + 80% physical damage.
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.
Each time Steel immobilizes an enemy hero with an ability, he gains a 10 + 2% shield for 3.5s.
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.
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.
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.
Melee basic attack dealing 53 + 90% physical damage.
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.
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.
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.
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.
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.
Ranged basic attack dealing 49 + 60% physical damage.
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.
Using an ability will cause TwinBlast's next 2 basic attacks (within 5s) to benefit from 40% increased total attack speed.
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.
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.
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.
Ranged basic attack that fires two projectiles, each dealing 24 + 50% physical damage and applying on-hit effects at 50% effectiveness.
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'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.
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.
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!
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.
Ranged basic attack dealing 53 + 75% physical damage.
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.
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.
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.
Dash in your current movement direction, gaining 15% movement speed for 1.5s and 20% attack speed for 4s.
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.
Melee basic attack dealing 54 + 80% physical damage.
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.
+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.
+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.
+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.
+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.
+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.
+75 Magical Power
+300 Mana
+25 Ability Haste
Ravenous: Takedowns refund 20% of your ultimate's total cooldown.
+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.
+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.
+275 Health
+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.
+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.
+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.
+25 Magical Power
+4% Magical Lifesteal
+20 Physical Power
+5% Omnivamp
+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.
+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.
+200 Health
+200 Mana
Blaze: Deal 12 magical damage per second to nearby Enemies, increased by 100% against Monsters.
+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.
+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.
+15 Physical Armor
+200 Mana
+10 Ability Haste
+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.
+20 Magical Power
+10 Ability Haste
+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%.
+25 Physical Power
+15% Critical Chance
+12 Magical Power
+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.
+20% Attack Speed
Honed Strikes: Basic attacks deal 12 bonus physical damage on-hit.
Consume: Regenerates 6 health and 3 mana per second for 15s, restoring a total of 90 health and 45 mana.
+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.
+15 Physical Power
+5% Lifesteal
+15% Critical Chance
+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.
+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.
+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.
+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.
+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.
+35 Magical Power
+8 Magical Penetration
+15 Magical Power
+75% Base Mana Regeneration
+10% Heal and Shield Power
+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%.
+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.
+80 Magical Power
+350 Health
+15% Tenacity
Chilling Spells: Damaging abilities Slow affected Units by 25% for 1s.
+25 Magical Power
+150 Mana
+10 Ability Haste
+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.
+200 Health
+35 Physical Armor
+10 Ability Haste
+200 Mana
Immobilizer: Immobilizing an Enemy causes them to take 10% increased damage for 3s.
+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.
+50% Base Mana Regeneration
+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.
+125% Base Mana Regeneration
+10 Ability Haste
+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.
+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.
+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.
+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.
+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%.
+15 Physical Power
+20 Physical Armor
+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.
+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.
+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.
+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.
+30 Physical Power
+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.
+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.
Consume: Regenerates 10 health per second for 15s, restoring a total of 150 health.
+20 Physical Power
+15 Magical Armor
+15 Tenacity
+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.
+20 Physical Power
+4 Physical Penetration
+30 Physical Armor
Blighted Skin: When hit by a basic attack, reduce the Source's Healing by 20% for 3s.
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.
+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.
+60 Physical Power
+25% Critical Chance
Precision: Critical Strikes deal 15% more damage.
+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.
Consume: Grants 50 magical power and 200% base mana regeneration for 5 minutes. Effect is lost upon death.
+20 Physical Power
+15% Attack Speed
Zap: Every fourth successful basic attack deals 15 + 30% bonus physical damage.
+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.
+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.
+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.
+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.
+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.
+75% Base Health Regeneration
+80 Magical Power
+275 Health
+15% Magical Lifesteal
Vital Bond: Gain (+0.5% bonus health) Ability Haste per 50 Magical Power.
+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.
+150 Health
+15 Magical Armor Regeneration
Blighted Veil: Receiving magical damage reduces the source's healing by 20% for 3s.
+10% Attack Speed
+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.
+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.
+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.
Consume: Restores 6 mana per second for 15s, restoring a total of 90 mana.
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+5 Magical Power
+5 Ability Haste
Warder: Wards last for 30s longer.
+25 Magical Armor
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+15 Magical Armor
+75% Base Mana Regeneration
Celerity: Gain 5% bonus movement speed out of combat.
+45 Magical Power
+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.
Consume: Grants 20 physical armor, 20 magical armor and 30% tenacity for 5 minutes. Effect is lost upon death.
+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.
+20 Physical Power
+15% Attack Speed
+5 Physical Penetration
+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.
+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.
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.
+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.
+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.
+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.
+15% Critical Chance
+20% Attack Speed
+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.
+25% Attack Speed
+25 Physical Power
Corrode: Dealing damage to an Enemy Hero reduces their physical armor by 4% for 3s, stacking up to 6 times.
+15 Physical Power
+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.
+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.
+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.
+30 Magical Power
+18% Magical Penetration
+30 Magical Power
Active - Sentry: Reveal nearby Enemy Wards in a small area around you for 12s - 96s (-2 per level) CD.
Max Charges: 2
+20 Physical Power
Blighted Strikes: Dealing physical damage reduces the Target's Healing by 20% for 3s.
+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.
+8 Physical Power
+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.
+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.
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.
+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.
+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.
+10 Ability Haste
Spellblade: After using an ability, your next basic attack within 6s deals + 35% bonus physical damage - 1.5s CD.
+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.
+35 Magical Power
Blighted Spells: Dealing magical damage reduces the Target's Healing by 20% for 3s.
+150 Mana
+150 Health
+100% Base Health Regeneration
Consume: Grants 300 health and 12 health regeneration for 5 minutes. Effect is lost upon death.
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
+30 Physical Armor
+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.
+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.
Consume: Grants 30 physical power and 10% omnivamp for 5 minutes. Effect is lost upon death.
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+20 Physical Power
+10 Ability Haste
+150 Health
+15% Tenacity
+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.
+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.
+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.
+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.
+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.
+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.
+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.
+12 Physical Armor
+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.
+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.
+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.
+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.
+150 Health
+10 Ability Haste
+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.
+100 Health
+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.
+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.
+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.
+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.
+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.
+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.
+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.
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.
+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.
+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.
+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.
+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.
+12 Magical Armor
+20 Physical Power
Desolate: Your physical damage ignores 18% of your target's physical armor (Before Penetration).
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