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NEW MODE - PBT!

NEW MODE - PBT!

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Published on Thursday, 24 May 2018 13:50

Welcome to Heroes of Newerth
PBT



== Public Beta Test (PBT) ==

+ Public Beta Test (PBT) is the new game mode that brings a hardcore, ruthless & unforgiving gameplay experience that Heroes of Newerth was originally known for, and the environment that its legacy players thrive in. It brings back a large majority of the gameplay mechanics that HoN used to have, while simultaneously breathing life into the gameplay with a new map, new bosses, and a revamped hero pool and item pool.
+ PBT is also the mode where players can test changes potentially coming to the main mode in the future! All on 1 client, with little to no extra assets required to be downloaded each patch.
+ This mode will be available to play in the Map Rotation slot on the Mode Select screen until further notice.
+ The compilation of the full changelog throughout PBT's lifetime will be available in the Public Beta Test (PBT) Feedback forums.

+ Note that unless stated otherwise, all section headers with "(PBT)" or "(PBT Only)" mentions will only apply to the PBT mode. These particular changes will not affect all game modes!



= PBT Feedback =

+ All players now have a clear voice if they wish to see something changed! Simply fill out the feedback form at the end of every PBT game and make your comments concise, constructive, and justified.
+ Additionally, players can visit the Public Beta Test (PBT) Feedback section in the official HoN forums and have a more centralized location of constructive feedback. The PBT Feedback subforums will be located directly below the General Discussion forums, and are a place for having more elaborate balance/design discussions pertaining to PBT. This is the best way to ensure that your feedback is seen and taken into consideration!



= Ranked Pick =

New Picking Mode: Ranked Pick
+ Ranked Pick is our new competitive picking mode. This mode allows everyone on your team to have an influence on Hero Bans and Hero Picks, and does not restrict that influence to the player with the highest Rank on your team. Because of its pick mode mechanics, Ranked Pick encourages teamwork and strategic drafting to maximize your team's synergy and counter the opponent's hero picks and strategies.
+ PBT's Pick Mode will be Ranked Pick.



= Banning Phase =

-
The game starts with 20 seconds for every player to vote for Blind Banning heroes.
* Each player only has 2 votes.
* A player may choose to make 0 votes or 1 vote if they wish.
* Players can only see their own votes.
- After all Blind Bans are made or until the timer expires, the game bans the top 4 heroes that have the most votes for being Blind Banned.
* No indication of how many votes were made for each hero are given to players.
- If 4 heroes with the most votes for being Blind Banned cannot be chosen because of ties, then the game chooses randomly between the ones that require a tiebreaker.
* e.g. There is a 3-2-2-1-1-1 distribution for Blind Ban votes. The game will select the 3-2-2 heroes, but the remaining heroes with the 1 Blind Ban on each of them will be randomly selected for the 4th hero.



= Picking Phase =

- A random team is chosen to pick first.
- Any player from the team can pick a hero for themselves. When the number of picks per team in a turn is done, it switches to the other team.
- The number of picks per team when alternating picking turns is: 1-2-2-2-2-1.
- Picking time per turn is 30 seconds. If the 30 seconds expires and picks are not fully used for that turn, the game will pick a random hero for the top-most player on that team for the remaining hero picks that turn, giving priority to players that have a hero shadowpicked.
- Once all players have picked their hero, a 20 second time period is provided for players to briefly discuss their general strategy and to swap heroes (if necessary).



= Map Changes (PBT Only) =

+ Forests of Caldavar (PBT) has received a complete overhaul.
- The entire map received new textures and visual updates!
- Legion and Hellbourne bases have been streamlined and had excess buildings removed, reducing the amount of congestion in fights within the bases.
- The World Tree and Sacrificial Shrine, along with their two Tier 4 towers, have been moved to a higher elevation level than the Barracks.
- The Legion Well and Hellbourne Tarpit have been moved to a higher elevation than the Main Base Structure, making fountain spawn camping even more difficult than before.
- Top and bottom lanes had their treelines revamped on the sides of the lane, allowing for more aggressive and sneaky plays for both teams.
- Top and bottom lanes now have an Easy pull camp for the Safe (commonly known as "short") Lane, and a Medium pull camp for the Unsafe (commonly known as the "long" or "off") Lane, allowing for increased contention and further diversifying lane dynamics.
* Heroes in their Safe Lane can pull their Easy camp at ~x:15/x:45.
* Heroes in their Safe Lane can pull the Medium camp at ~x:55.
* Heroes in their Unsafe Lane can pull the Medium camp at ~x:15 (if on Hellbourne) or ~x:19 (if on Legion).
- Efficient, yet obvious marked ward spots have been added! Players can choose to ward in these locations, but expect to be counterwarded much more frequently if you choose to do so.
* Moderately skilled players will counterward relentlessly, which means that higher skilled players will discover ward spots that avoid these commonly counterwarded locations.
* Improvise your warding game by dynamically changing your ward locations and finding new ones!
- The number of juke spots on the map has been increased overall, notably in the jungle areas and around the middle lane!
* This allows for a higher skill ceiling of plays around those areas, as it now becomes more probable to escape from a sticky situation if you are skillful enough at juking!
- Balance has been improved between the Legion and Hellbourne jungle.
- Both jungles have been modified to allow for better neutral camp clearing rotations throughout the game.
- An Ancient neutral camp has been added to the jungle, increasing the total number of camps from 5 to 6 in the actual jungle!
- Golem Bosses now reside near the legacy Ancient neutral camp locations (more details below!)
* The legacy Ancient neutral camp is still there, it has been shifted appropriately with respect to the Golem Boss locations.


= New Bosses: Golem Boss (PBT only) =
+ Kongor has been replaced with 2 Golem Bosses. One Golem will be on the Legion's side of the map (East of the top Tier 2 tower), while the other Golem will be on Hellbourne's side of the map (to the west of the bottom Tier 2 tower). Killing one of these Golem Bosses grants your team permanent buffs, while killing both Golem Bosses within a short amount of time gives you extra Sieging power to destroy structures, allowing teams to have an easier time ending games more quickly.

Health: 5000
Health Regeneration: 20
Mana: 2000
Mana Regen: 10

Attack Damage: 80
Armor: 3
Magic Armor: 30
Movement Speed: 270

Sight Range: 1400/1400
Attack Range: 150 (Melee)
Base Attack Time: 1.0

Gold: 350 to killer, 200 for rest of team
Experience: 1000
Respawn Time: 8 Minutes
* Invulnerable until after the 6-minute mark.

-
Golem Bosses gain 1 Damage, 50 Max Health, 0.1 Armor, and 1 bonus damage to his Slam every 30 seconds (stops gaining bonus stats after 60 minutes).

= When killed =
- Grants players a choice between the following permanent bonuses upon defeating a Golem Boss:
* +4 Strength, +2 Agility, +6 Intelligence.
* +4% to All Damage Dealt.
* +15 Movement Speed.

- Applies "Golem Slayer" to all heroes on the killer's team for 3 minutes.

Golem Slayer
- Restores 40% of Max Health and 20% of Max Mana over the first 10 seconds.
- If another Golem Boss is slain, applies "Golem Decimator" to self for 3 minutes.
- Golem Decimator can only be applied after 15 minutes into the game.
- Healing effect ends early if you take damage from enemy players.

Golem Decimator
- Restores 80% of Max Health and 40% of Max Mana over the first 10 seconds. Grants +80% bonus Damage vs Structures.
- Healing effect ends early if you take damage from enemy players.
 
= Abilities =
Boulder Toss
- Throws rock at target location (200 radius) that lands after 2 seconds. Deals [150 + 10% of target's Max Health] in Magic Damage and stuns for 2 seconds.
- Will randomly use this ability as long as he is fighting at least 1 enemy hero (20% chance every second).

Slam
- Slows the Movement Speed and Attack Speed of all nearby players. Only used when 3 or more units are in melee range of the Golem.

Ancient Skin
- Passively grants 70% Debuff and Stun Reduction.

Fury
- When below 25% of your Max Health, gain 20 Attack Damage and 120 Attack Speed.



== Mechanical/System Changes that only affect PBT ==

+ General
- Assist timer decreased from 20 seconds to 10 seconds.
- Neutral non-boss units now have +1 Armor.
- Hero Base Mana increased from 0 to 50.
- Hero Magic Armor has been set to 5 for all heroes.
- Melee hero Base Health Regeneration increased from 1 to 1.5.
- Max Health acquired per point of Strength increased from 19 to 20.
- Base Damage obtained per point of Strength for heroes with Strength as their Primary Attribute decreased from 1 to 0.75.
- Armor acquired per point of Agility increased from 0.14 to 0.15.
- Max Mana acquired per point of Intelligence increased from 13 to 15.
- Randoming a hero now gives bonus Gold again!
* 250 bonus Gold for randoming without a filter applied.
- Max respawn time increased from 80 seconds to 100 seconds.
- Tower Armor for Tier 3 towers increased from 18 to 25.
- Backdoor Protection System has been disabled.


+
Experience
* Note: the changes in this section will not apply to Casual Mode.
- Heroes no longer gain experience while they are dead.
- Experience Reduction based on the number of nearby ally heroes when killing an enemy hero has been increased from 0/0/10/30/50% to 0/0/25/50/75% (assuming 1/2/3/4/5 ally heroes within experience range of the enemy hero).
- Experience granted per hero kill was decreased from (75 + (70 + 5 per level)) to 50 + (50 + 10 per level).
+ Gold
* Note: the changes in this section will not apply to Casual Mode.
- Gold per level when killing an enemy hero decreased from 10 to 5.
- Percentage of Kill Bounty distributed to your team for assists decreased from 50% to 25%.
- Gold loss on death per hero level increased from 20 to 30.



= Hero Pool (PBT) =

+ At an early point in its lifetime, hero designs in the long term were being hindered by multiple decisions: these include overloading a hero's kit with too many tools (with many simply being "tack-ons") & making them all some form of semi-carries, or allowing carries to be strong at all phases of the game, thus making them "hyper carries". By doing this, it makes the hero pool more homogenized, making a portion of the hero pool obsolete, and makes each hero less unique & draftable relative to other heroes. This also introduces the problem of powercreeping when introducing new heroes, as all new heroes feel compelled to have their kit overloaded with every tool to make them feel up to par with the most recent heroes, thus making the problem worse in the long term.

+ To fix these issues, a large portion of heroes are temporarily removed from the game, and will eventually be reintroduced back into the game over time as their hero designs are changed to make them fit better in the new hero pool. Many previous hero designs have also been changed in certain areas to minimize overlap between heroes.

+ Heroes have also received changes to make them have draftability, i.e. have a reason to be picked on the Hero Pick screen to either grant a unique benefit to their team, facilitate a strategy, or specifically counter certain heroes/strategies on the opposing team.

+ To reduce the amount of hybrid/semi-carry heroes that are too good at all phases of the game, some heroes have had their power adjusted relative to each phase of the game. In general, support heroes have been tailored to excel in the early game, gankers have been tailored to control game tempo and thus control early-mid game, while carries will dominate late game & have much less of a dominance early-mid game.


+ Only the following heroes will be available in PBT:
- Andromeda
- Armadon
- Behemoth
- Blood Hunter
- Bubbles
- Chi
- Chipper
- Chronos
- Corrupted Disciple
- Demented Shaman
- Devourer
- Empath
- Engineer
- Fayde
- Flint Beastwood
- Forsaken Archer
- Glacius
- Gladiator
- Gunblade
- Hammerstorm
- Hellbringer
- Jeraziah
- Klanx
- Kraken
- Legionnaire
- Lodestone
- Lord Salforis
- Magebane
- Magmus
- Monkey King
- Myrmidon
- Nymphora
- Ophelia
- Parallax
- Pearl
- Pebbles
- Pestilence
- Pharaoh
- Plague Rider
- Pollywog Priest
- Predator
- Prophet
- Pyromancer
- Rally
- Rampage
- Ravenor
- Rhapsody
- Sand Wraith
- Scout
- Solstice
- Soulstealer
- Succubus
- Tempest
- Thunderbringer
- Torturer
- Valkyrie
- Voodoo Jester
- Witch Slayer
- Wretched Hag
 
= Summary of Hero Changes (PBT Only) =

Andromeda
- Andromedas rework shifts her into a long range harass and poke hero who can now take full advantage of her Void Rip ability. This direction pushes her further from a walking ultimate and gives her a little more depth, as well as increasing her lane strength so she can support more effectively.

Armadon
- Armadon is a hero that wants to be in the middle of teamfights, but lacked any inherent mobility (unless he wasted spellcasts to get the benefits of Restless). His ultimate now allows him a way to get right in the middle of fights or pursue a fleeing enemy, dealing a burst of damage to get the party started. Additionally, the frustration of Armordillo automatically casting Spine Burst has been removed, replaced with Mana replenishment whenever Armadon takes hits from behind. This increases the counterplay options available to his enemies while also allowing Armadon the agency to choose when to expend his Spine Bursts.

Behemoth
- Behemoth still boasts his classic burst of lethality to his foes if they clump up too closely together. To facilitate his function without the need of a Portal Key and allow his item build paths to be more flexible, he has been given an initiation tool on his Enrage, allowing him to leap to a location.

Blood Hunter
- Blood Hunter is the premier single target silence ganker in PBT, and will remain a great counter to heroes who rely on mobility or blinking. He is still one of the stronger solo middle lane heroes with his ability to sustain himself through Feast.

Bubbles
- Bubbles was brought up to PBT levels a long time ago, which is why he may have been perceived as being a little too strong in retail. His kit is enjoyable, however, and not much has changed. The speed of Shell Surf was a little too fast for most players to dodge even at mid to long ranges, so it has been slowed down.

Chi
- Chi has a unique mechanic for punishing heroes that obtain high Attack Damage. There are many heroes that punish increasing Attack Speed through blinds or slows, but not too many for Attack Damage, making Chi one of the best counters to this strategy. As he was recently added to the main game, his abilities are the same.

Chipper
- Chipper has always been played as a basic nuker who blinks on top of an enemy and spews out all the damage he can, but this is neither interesting compared to other nukers in the pool nor relevant to the design of his main damage tool, Rocket Barrage. The changes to Chipper are meant to provide a new strategy that works much better with his intended role as a long-range poke machine, punishing him for being too close and rewarding him for keeping his distance.

Chronos
- Chronos is a classic hero who received a few changes to give his abilities a little more playaround. Rewind is no longer randomly activated, granting more control to both the Chronos player and his opponent when deciding how to approach a fight and when to use or prevent the ability. Additionally, Curse of Ages now provides Chronos with a second attack instead of a bash, which not only reduces frustration when fighting Chronos, but also gives him more opportunity to proc attack items, removes redundancy when enemies are trapped in a Chronofield, and fits better with his theme of time manipulation.

Corrupted Disciple
- Corrupted Disciple will remain as the classic counter-carry hero with his Attack Damage draining trait.

Demented Shaman
- Demented Shaman has returned to his roots as a full blown hard support, capable of providing massive survivability through Unbreakable and the ability to turn fights over time with the armor swing from Storm Cloud, making him a great complementary pickup with armor-based teams. This not only solidifies his role in the game, but also helps bridge the gap between how he is played in different regions.

Devourer
- Devourer has one of the most fun kits in the game, and thus has not received much change. He has been given some buffs to become more tanky as the game progresses, but his mechanics remain the same.

Empath
- Empaths identity is the same, capable of turning her allies into carries (or even harder carries, if theyre already carries), but her global Health regeneration has been removed as it isn't necessary in her kit. It has been replaced with the movement speed boost (now called Spur) she would have otherwise only gotten by using As One, which allows her more flexibility and ability synergy when As One is on cooldown. Spurs effectiveness in general has also been increased, making this skill impactful in more situations.

Engineer
- Engineer had some issues where most players found Spider Mines to be a stressful addition to the game, as it promotes a playstyle that is frustrating for both teams to deal with. These have been removed so that Engineers unique method of stopping initiation with his ultimate could be the cornerstone of his playstyle. Engineer has gone back to his roots and is now more suited to carry with his legacy-based Turret, complete with new balance tweaks.

Fayde
- Fayde has been changed to an all-around ganking threat that focuses more on larger HP targets. If her team needs an anti-strength hero, shes a great option, and now has a tool that actually allows her to escape if things go awry.

Flint Beastwood
- Flint Beastwood has a little more control over his abilities now, allowing him to increase his Hollowpoint Shells damage when he needs it. He has gained the unique ability to provide True Strike for himself and allies while remaining the longest ranged carry in the game.

Forsaken Archer
- Forsaken Archer had the tools to be a hard carry who specializes in auto-attacking everyone around her with Split Fire, so it didnt make much sense that Crippling Volley limited her victims to one or two at a time, or that Piercing Arrows was little more than a high damage line nuke on a hero whose damage output should be relative to her farm. With this in mind, her new abilities shift her further from ganking and burst damage spells, and closer to farming and excelling through auto-attacks against multiple enemy heroes at once. Her new ultimate provides an area miss chance to all nearby enemies, making her a great counter to teams who rely on their auto-attacks for damage.

Glacius
- Glacius remains as a reliable, aggressive, and classic support hero that provides a global Mana Regeneration aura to his team. His power level has been increased to match other heroes in PBT, including the numbers of Chilling Presence, which are now especially powerful for Glacius himself, allowing him to harass much more effectively with his spells.

Gladiator
- Gladiator is the most satisfying to play when hes able to one-shot the enemy team after successfully landing his full combo. In PBT he is very close to his retail counterpart, but Call to Arms now grants himself and his allies a guaranteed crit when it comes charging by, increasing the likelihood that Gladiator can achieve this feeling and obtain a team wipe if hes placed everything properly.

Gunblade
- Gunblade has been changed to a melee hero, as the melee/range duality in his initial design did not actually play out the way it was intended in real games; in most cases, Gunblade would simply wait until Grappling Shot was available before he would engage in combat, nullifying his range advantage. As the most fun part of his skillset, Grappling Shot is now available much more often, and Lethal Range has increased significantly in its potential damage output. Additionally, he is now able to track enemies as they flee by causing them to bleed out, aiding his aesthetic as the iconic undead sheriff and giving him a little more usefulness if hes not able to finish off his target.

Hammerstorm
- Hammerstorm is a great carry for many reasons, but lacked something that made him a powerhouse in certain strategies over others. Now when he activates Brute Strength, ally heroes will receive a buff to their own Base Damage, giving Hammerstorm an edge in lineups that benefit from amplified auto-attacks.

Hellbringer
- Hellbringer has always had something worth drafting with the superior stun in Summon Malphas, but having to control both Hellbringer and Malphas during this time never made much sense, as Hellbringer didnt have much damage output and the multi-unit control turned many players away. His rework allows the player to focus solely on Hellbringer, constantly barraging enemies with low cooldown spells and staying alive while Malphas seeks out enemies to attack on his own.


Jeraziah
- Jeraziah's Protective Charm was fundamentally imbalanced, as most of the game had previously been balanced around Magic Immunity sources. Giving an ally that effect as early as level 1 did not do the game any favours, and also made Jeraziah more played as a support hero instead of a semi-carry hero. By replacing Protective Charm with a heavy Slow and granting him impactful damage on his third ability, Jeraziah remains as a semi-carry hero that also provides his team with heavy Physical Damage mitigation.

Klanx
- Klanx is a simple and fun Attack Speed carry, but lacked something unique to make him worthy of a pickup over other auto-attackers. To remedy this, his new ultimate provides bonus Attack Speed to nearby allies for a short duration, allowing him to synergize well with other heroes who could make use of the buff. Flight has been further balanced to make dealing with him less frustrating, and his early game power has been severely decreased since he is intended to be a late-game carry. Additionally, B.A.N.G. now Blinds affected units, granting this fragile mastermind a little more survivability if he manages to land it properly.

Kraken
- Kraken has always had the potential to devastate multiple enemies, but due to the design of his abilities, he rarely got the chance, and is often relegated to more of a single-target ganker role. He has received some changes to his ultimate that will allow him to fulfill his potential and capture multiple enemies, streamlining his kit and giving him a more defined niche in the game as an enemy team relocator.

Legionnaire
- Legionnaires power curve is often incredibly binary depending on his performance early game. If he excels early on, he gains the levels and items needed & tends to snowball out of control because of the scaling on his Terrifying Charge. If he is stopped early on, he can never seem to catch up to the games current tempo because he is so dependent on levels and items. As a result, Legionnaires Terrifying Charge (and power) is now oriented towards the early-mid game, granting him Max Movement Speed towards his target with only 1 point in the ability, while no longer having the damage scale.

Lodestone
- Lodestones uniqueness of armor penetration was restricted to a single burst from his ultimate, and his intended role as a tank was often bypassed in favor of simply picking up a Portal Key and jumping into fights at the last second of Shatterstorm. To enhance his unique trait and remedy his battle aversion, he has been given more tools to stay alive as the fight occurs, both shielding himself and reducing the damage output of enemy heroes.

Lord Salforis
- Lord Salforis serves a very important niche in the game, mitigating the ability of enemies to heal and countering heroes who rely on Health Regeneration. However, the range on his spells didnt seem consistent with his desire to be up close and personal with Dark Lords Presence. He has received some adjustments to his spells to make them more potent if Salforis can stick to his target, as well as adding a little more counterplay for the enemy if they can evade the Baron of Blackwal.

Magebane
- Magebane is a relatively simple and old-school hero who requires a lot of time to become a carry and often has to step into the middle of action for prolonged periods of time. To help push Magebane into the realm heroes who lean more towards our tank carries than squishy ones and emphasize his resistance to casters, Master of the Mantras defense against Magic Damage has increased.

Magmus
- Magmus is another fan favorite and will always be drafted due to the flexibility and power his kit provides.

Monkey King
- Monkey King is a popular hero in all regions of play, but his kit allowed him to snowball a little too well and made him more powerful than the semi-carry he was intended to be, so Illusive Dash was changed to no longer scale with his Attack Damage. Monkey Kings power is clearly more notable in the early and mid game, but tapers off late-game as intended.

Myrmidon
- Myrmidon has received some small changes to his kit, both increasing their quality of life and granting more counterplay options to his enemies. Forced Evolution now scales the Health given based on Myrmidons Intelligence, giving his main attribute and support items relevancy in both forms, and the Crowd Control effects on Weed Field and Magic Carp have been swapped, giving enemies more of a choice than stunned or stunned.

Nymphora
- Nymphora covers all the basics of support with Crowd Control, Mana Regeneration, and Healing, but none of this was relevant to her ultimate. In order to limit the number of global ganking spells in the game and focus Nymphora around the use of her highly effective support tools, she has been given an ultimate more centralized to her play-style, which allows her to recast her abilities and help her teammates with their own spells.

Ophelia
- Ophelia remains the definition of a high skillcap hero, capable of pushing down lanes and ganking through the use of her Commanded neutrals. Her ultimate providing a teamwide, global, and instant heal is still intact, making her one of the few heroes who can help save an ally from across the map.

Parallax
- Parallax is still a strong counter to enemy heroes with small manapools, but Earthshatter has been made more impactful by turning it into a burst tool rather than a damage over time ability. This forces the Parallax player to be more cautious about when to use the ability, but also feels much more satisfying than having to wait for an enemy to slowly melt in its presence.

Pearl
- Pearl had some massive overlap with Rhapsody because of her role as a support and her ultimate providing all-around damage mitigation. To give her a more unique identity in the pool, Preservation is now a strictly Magic Damage reducing tool, and is more effective at early levels, when Magic Damage is the most lethal. She is also currently the only hero with an ally purge, making her a great counter to heroes with strong debuffs.

Pebbles
- Pebbles has the unique benefit of heavily controlling the games tempo after obtaining his initiation tool, mainly because of the high lethality of landing his combo on a cooldown that is much shorter than most ultimate abilities. His power level has been increased to coexist with other PBT heroes.

Pestilence
- Pestilence already had a simple kit with a lot of draftability, but his reliance on Portal Key meant he couldnt spend his income on items that assist his carry potential until the game had already progressed. For this reason, Flight was given a secondary activation that allows him to quickly fly to his intended location, setting him up for Impale much easier than before.

Pharaoh
- Pharaoh has remained largely the same, but his power level has been increased to stay relevant in PBT. He will remain the premiere long-range initiator and isolationist, able to lockdown enemies for an extended duration within his Mummy Walls.

Plague Rider
- Plague Rider still boasts superior lane control through Extinguish and has remained largely the same. His ultimate is now amazingly devastating as a damage tool, but the CC has been removed; to get maximum benefit from Plague Carrier, he is better off relying on the utility provided by Earthblight.

Pollywog Priest
- Both Pollywog Priest and Witch Slayer had the same transfigure ability: Witch Slayer needed it and Pollywog Priest didnt. Morph has been replaced with a new ability that provides Stealth, allowing him to maximize the duration of Tongue Tied without the need of a Shrunken Head.

Predator
- Predator is a simple, classic hero that used to have two things going for him. The first was that he provided Magic Immunity and the second was his role as an anti-tank auto-attacker. His uniqueness as the only Magic Immune hero in the game still exists as a powerful counter to Magic Damage heroes, but Carnivorous has been changed so that he no longer overlaps with other heroes in the same role.

Prophet
- Prophet had some role confusion, as well as a rather frustrating ability in Persecution, that needed to be addressed. To help differentiate him in both feel and mechanics from other heroes who attacked in an area (like Hammerstorm and Forsaken Archer), his playstyle has shifted from an auto-attacker to more of a sustained damage caster, constantly slowing the movement and amplifying the damage enemies take so his own team to capitalize on the debuffs. He has also gained a new ability that makes his bird aesthetic more relevant to his design.

Pyromancer
- Pyromancer has been very fun, but very generic, for a long time, with little reason to be picked up beyond some push and semi-carry potential. His Blazing Strike has been updated with the unique capacity to instantly destroy illusions and deal significant damage to minions in its path, giving him some more depth and offering a counter to heroes who buy Geometers Bane or rely on multiple units for their damage.

Rally
- Rally is generally considered a fun hero with a generic skillset, and his name never quite made sense with his design. To keep this fun playstyle while adding something new and draftable to his kit, Rally now has the ability to summon his allies from anywhere on the map to his location and grant them the benefits of some powerful auras. This offers a plethora of new strategies to the game, allowing Rally to become the commander he was always meant to be.

Rampage
- Rampage has been one of the more frustrating heroes to deal with in HoNs history, capable of showing up out of nowhere and stun-locking his enemies until they died. He also suffered from an overly-thematic approach to his design that pushed enemies away, despite his mechanical desire to be right next to them. Some tweaks have been made to solve both of these issues while retaining what made his abilities fun, as well as his role as a global ganker constantly observing the map for his next target.

Ravenor
- Ravenor has been pushed closer to a late game carry than a mid game snowballer. His early damage output has been lowered while giving him more scalability in the late game to help facilitate this. His uniqueness as a Magic Damage auto-attacker remains the same, making him a strong counter to heroes with high Armor or Physical Damage reduction.

Rhapsody
- Rhapsody brought a fair amount of frustration to the game between her successive mini-stuns from Staccato and her teamwide invulnerability from Protective Melody. By focusing her new kit around the massive area heal that Disco Inferno provides, she now has a higher skill cap and is much easier to counter in the long run.

Sand Wraith
- Sand Wraith was recently reworked to the standards of PBT so he hasnt seen many changes. He is still a solid counter to single target DPS and also provides a global initiation strategy.

Scout
- Scouts kit was overloaded with a large amount of utility and scaling, more than any hero should ever have, making him a little too good at everything. Silence, vision, Stealth, detection, Movement Speed, Attack Speed, Max HP execution, Disarm, and Critical Strike. Phew! A lot of the excess utility in his kit has been removed, allowing him focus on a unique trait of boss control. Scout is able to take on the Golem bosses early and use his Electric Eyes to watch out for incoming enemies while doing so.

Solstice
- Solstice has not received many changes. Her kit makes her item builds and draftability flexible for most situations, even if she is not jungling from level 1. Pure Light has been given a little more flavor by providing a Miss Chance in Day form, aiding in counter-initiation and preventing some auto-attack damage to her team while they regroup.

Soulstealer
- Soulstealer is another classic hero that did not receive many changes, as his power has always been dependent on his performance in the early game, as well as how skillful the player is with the usage of his Demon Hands.

Succubus
- Succubus retains her draftability in Cursed Embrace, locking down enemy heroes through Shrunken Head, and Mesmerize, setting up easy skillshots for her team or simply removing a hero from the fight for a duration. However, very few players were making use of Smitten, as it was another single-target ability to click and didnt do much to most heroes compared to her other single-target abilities. Her new passive version of Smitten is now more useful and less frustrating to deal with on both ends, as it grants her personal protection against Physical Damage for a short duration.

Tempest
- Tempests Meteor was not being utilized properly because the timing it required after a blink often made players forgo casting it in favor of simply landing an Elemental Void. Additionally, Tempests item path was stagnant, as nearly every game was the same flowchart of Portal Key, Shrunken Head, and Restoration Stone. To help increase his combo potential and open his build path a little more, Meteor now has a blink attached to it.

Thunderbringer
- Thunderbringer was further pushed as a nuker that scales with enemy Health, and his ultimate was turned from a free damage tool that lacked counterplay into a skill-based spell that feels much better to hit. Because of his squishiness and overall lack of auto attacks, his cast ranges have been slightly increased so that he can compete as one of the best mid-laners in the game.

Torturer
- Torturer has received many quality-of-life changes and had various design issues fixed. His new passive, Binding Chains, grants him some Health Regeneration, allowing him to focus on building items that sustain his Mana pool instead of just items that increase his general Survivability. Now boasting a full suite of Physical Damage abilities, Torturer should see a lot of play time and good synergy with other physical damage lineups, as his abilities can bypass the protection offered by Shrunken Head.

Valkyrie
- Valkyrie needed very little change, as her kit is considered useful and enjoyable by most players. However, to better enforce Valkyries Prism as the ganking tool it was designed to be, rather than an escape or a hit-and-move buff, the ability is no longer global and now grants bonus damage when attacking out of stealth. A few quality of life changes have also been made to her Javelin of Light and Courageous Leap.

Voodoo Jester
- Voodoo Jester remains as a classic, offensive support hero that has near-guaranteed lethality on Cursed Ground if the afflicted targets are damaged sufficiently after its application. His power level has been slightly increased to stay on par with other PBT heroes.

Witch Slayer
- Witch Slayer has a ton of lock down and a great finisher, however, he has always just been a sort of mash-up of Pyromancer and Pollywog Priest. To give him a better reason for being picked up, Witch Slayer now has a late game mana burn tool, excellent for countering heroes like Parallax who thrive off of their large mana pools.

Wretched Hag
- Wretched Hag is one of the baseline nukers and an old standby for many HoN players, offering a very solid and satisfying kit that fits well into most lineups. To keep her relevant in PBT, Bat Blast now deals True Damage in a large conic area, giving her more usefulness as the game progresses and as enemies buy Magic Armor. Her Haunt has also been redesigned to push her more into the hybrid caster/autoattacker niche, granting her Attack Speed against anyone affected by Haunt.


= Hero Pool Details (PBT) =

* Notes
- Magic Armor has been set to 5 for all heroes.
- Staff of the Master & Master's Legacy have also been removed from the game for now to ensure testing stability.
- All Hero Skill Icons that are recoloured indicates that they have been reworked/changed to an extent where it's different enough from retail to warrant players to read the ability tooltips again.
- Due to major differences between hero abilities in PBT and retail, the Guides page has been temporarily disabled for PBT until further notice. This encourages players to figure out the best skill build routes depending on the current context instead of doing the same skill build they have always been doing on retail for some heroes.


Andromeda
* Strength: 18 + 2.2 per level
* Agility: 25 + 2.5 per level (Primary)
* Intelligence: 13 + 1.5 per level
* Movement Speed: 290
* Attack Range: 550
* Starting Attack Damage: 35-43
* Starting Armor: 4.0

Comet
* Range: 600
* Mana Cost: 110/120/130/140
* Cooldown: 11 seconds

-
Launches a projectile at the target. On impact, deals 100/175/250/325 Magic Damage and inflicts a 1.2 second Stun.

Aurora
* Range: 1400
* Radius: 300
* Mana Cost: 40
* Cooldown: 12 seconds

-
Activate to deal 80 Magic Damage. Targets receive -3/4/5/6 Armor for 8 seconds.

Dimensional Link
- Passively gains 10/15/20/25 Attack Damage.
- Gain 650/850/1050/1250 Attack Range against anyone you have cast a spell on for the last 3 seconds, and grants Sight of them for 3 seconds.

Void Rip
* Range: 800/1000/1200
* Mana Cost: 100/150/200
* Cooldown: 65/55/45 seconds

-
Target an ally or enemy hero to swap positions with them, applying a 10/20/30% Movement Speed Slow for 4 seconds to the target and Mini-Stunning if it is an enemy.
- Also increases your Movement Speed by 10/20/30% and matches Comet's Cast Range to Void Rip's Cast Range for 4 seconds.


Armadon
* Strength: 22 + 2.2 per level (Primary)
* Agility: 17 + 1.8 per level
* Intelligence: 14 + 2.0 per level
* Starting Attack Damage: 52-62
* Starting Armor: 3.2
* Movement Speed: 300
* Attack Range: Melee

Snot Storm
* Range: 600
* Mana Cost: 30
* Cooldown: 1.5 seconds

-
Target an enemy unit to apply a stacking -1/1.5/2/2.5 Armor and a stacking -3/6/9/12% Movement Speed per use. Stacks up to 4 times.
- Initial slow is a 20% Movement Speed Slow.

Spine Burst
* Radius: 700
* Mana Cost: 30
* Cooldown: 3 seconds
- Activate to deal 20/40/60/80 Physical Damage to nearby enemies, plus 25 Physical Damage for every cast of Spine Burst received in the last 8 seconds.
- Stacks up to 8 times. Can be toggled to auto-cast by right clicking.

Armordillo
- Passively reduces damage taken from behind up to 16/24/32/40% down to 0% at 100 degrees from the back.
- Grants you Mana equal to the amount of Damage reduced.
- While Spinball is active, reduces damage taken from all angles and increases damage reduction by 50%.

Spinball
* Range: 1600
* Radius: 300
* Mana Cost: 100
* Cooldown: 50/40/30 seconds
- Target an enemy unit begin charging up. Allies can enter the spinball by right-clicking on it. Armadon launches towards the target after a 3 second delay or upon second activation.
- Upon reaching the target, applies a 50% Movement Speed Slow for 1/2/3 seconds and 200/300/400 Physical Damage in a small area, plus an additional 40/50/60 Physical Damage for each ally hero in the shell.
- Waiting longer before launching increases speed.
Behemoth
* Strength: 22 + 2.5 per level (Primary)
* Agility: 12 + 1.6 per level
* Intelligence: 17 + 2.0 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 52-59
* Starting Armor: 3.2

Fissure
* Range: 1400
* Radius: 200
* Mana Cost: 120/135/150/165
* Cooldown: 15 seconds

-
Target a location or unit to create an impassible wall extending in that direction which deals 110/160/210/260 Magic Damage and applies a 1/1.25/1.5/1.75 second Stun to enemy units it hits.
* Wall lasts for 8 seconds.

Enrage
* Mana Cost: 50
* Cooldown: 7/6/5/4 seconds

-
Activate to causes your next attack within 14 seconds to deal an additional 75/150/225/300% Base Damage.
- Also grants a subability, Enraging Leap, that allows Behemoth to leap to the location instead, while granting the same effects of Enraged.
* This has a Cast Range of 900 and a Cooldown of 20 seconds.

Heavyweight
- Passively deal 25/50/75/100 Magic Damage and apply a 20/30/40/50% Movement Speed Slow for 3 seconds to enemies within radius on spell cast.

Shockwave
* Radius: 600
* Mana Cost: 145/205/265
* Cooldown 130/120/110 seconds

-
Activate to deal 100/125/150 Superior Magic Damage and apply a 1 second Stun to nearby enemies.
- Affected enemy heroes spawn an extra shockwave that deals 40/70/100 Magic Damage, while enemy non-hero units spawn a shockwave that deals 30/40/50 Magic Damage.

Blood Hunter
* Strength: 23 + 2.7 per level
* Agility: 24 + 3.0 per level (Primary)
* Intelligence: 18 + 1.7 per level
* Movement Speed: 290
* Attack Range: Melee
* Starting Attack Damage: 57-63
* Starting Armor: 3.0

Blood Crazy
* Range: 800
* Mana Cost: 80/90/100/110
* Cooldown: 10 seconds
- Target an enemy hero to shoot a projectile of blood on them to deal 80/160/240/320 Magic Damage and apply Blood Crazy for 5 seconds, Silencing them and granting them +25% Attack Speed.
- Blood Hunter can attack the target to extend the duration by 1 second, up to a total of 3 times per cast instance.

Feast
* Range: 200
* Mana Cost: 50
* Cooldown: 30 seconds
- Passively heals Blood Hunter each time he kills a unit. Each kill heals you for 10/15/20/25% of their Max Health (2x for heroes).
* Hero kills count as long as Blood Hunter has damaged the target in the last second.
- Activate by targeting a creep to kill it, triggering the heal portion on Feast.
* Can target ally units but cannot target ancients.

Blood Sense
* Radius: 2000/3500/5000/6500
- Passively grants Blood Hunter 40% Movement Speed, and 20 Attack Damage for every enemy hero below 20/30/40/50% Health.
- The bonus Attack Damage only works against targets afflicted by Blood Sense.

Hemorrhage
* Range: 800
* Mana Cost: 200
* Cooldown: 100/80/60 seconds.
- Applies Hemorrhage to target enemy for 5/7/9 seconds.
- During the effect, the target takes True Damage equal to 30/45/60% of the Distance they move.
 
Bubbles
* Strength: 15 + 2.0 per level
* Agility: 22 + 1.5 per level
* Intelligence: 25 + 2.4 per level (Primary)
* Movement Speed: 290
* Attack Range: 550
* Starting Attack Damage: 53-64
* Starting Armor: 1.7

Shell Surf
* Range: 2000
* Radius: 225
* Mana Cost: 90/110/130/150
* Cooldown: 15/14/13/12 seconds
- Target a location to throw a shell in that direction, dealing 70/140/210/280 Magic Damage to units it touches. Use this ability again to teleport to the shell. The shell gives vision while in flight & temporary vision after it disappears.

Song of the Sea
* Radius: 400
* Mana 100/110/120/130
* Cooldown: 16/15/14/13 seconds

-
Activate to deal 100/160/220/280 Magic Damage and apply a 0.75/1.5/2.25,3 second Silence to enemy units around you.

Take Cover
* Mana Cost: 20
* Cooldown: 7 seconds
- Activate to become invulnerable for 1/1.5/2/2.5 seconds. This ability is channeled, moving or attacking will cancel it.


Kelp Field
* Range: 750
* Radius: 375
* Cooldown: 120/100/80 seconds
* Mana Cost: 100/150/200
- Target a location to deal 100/150/200 Magic Damage and apply a 0.5 second Stun to units in the area. For 5 seconds, any enemies who move more than 900 units away from the center of the effect take 100/150/200 Magic Damage and are Stunned for 1.5/2.25/3 seconds.



Chi
* Strength: 18 + 1.7 per level
* Agility: 16 + 1.5 per level
* Intelligence: 25 + 3.0 per level (Primary)
* Starting Damage: 44 - 50
* Movement Speed: 300
* Attack Range: 600
* Starting Attack Damage: 44-50
* Starting Armor: 2.5

Crippling Puncture
* Range: 700
* Effect Type: Superior Magic
* Mana Cost: 75
* Cooldown: 14 seconds

-
Target an enemy hero to deal 75/100/125/150 Magic Damage, apply a 30% Movement Speed Slow, and Disarm them for 2.5/3/3.5/4 seconds.

A Thousand Cuts
* Range: 800
* Touch Radius: 100
* Radius: 250
* Effect Type: Superior Magic
* Mana Cost: 60/80/100/120
* Cooldown: 2.5 seconds
- Target a location to throw a Spirit Shredder there, dealing 40/60/80/100 Superior Magic Damage to enemies it passes through.
- Upon reaching the location, it deals 40 Magic Damage per second in the radius, but drains 15 Mana per second from Chi while this effect is active.
- The Shredder does not return to you unless activated again, you die, or you travel 2000 units away from the Shredder.
- Activate again to return the Shredder to yourself and end the Magic DoT effect. The Shredder deals the Superior Magic Damage again to anyone who it passes through.
* This second activation costs 0 mana.

Enlightenment
* Passive
- Passively adds 60% of an enemy hero's Attack Damage as Superior Magic Damage for each Cast Instances of non-DoT Ability Damage you deal to them.
- Max of 3/4/5/6 Charges. Each Charge takes 15/12/9/6 seconds to refresh.

Ancestral Assault
* Range: 1200
* Radius: 125
* Effect Type: Superior Magic
* Mana Cost: 150/200/250
* Cooldown: 60 seconds
- Target a linear area to charge up his Qi there.
- After a 0.6 second delay, the Qi explodes, dealing 1/2/3 instances of 150 Superior Magic Damage to enemies within the area.


Chipper
* Strength: 18 + 1.4 per level
* Agility: 13 + 1 per level
* Intelligence: 25 + 3.2 per level (Primary)
* Movement Speed: 315
* Attack Range: 650
* Starting Attack Damage: 43-48
* Starting Armor: 1.5

Rocket Barrage
* Range: 3000
* Radius: 75
* Mana Cost: 40/50/60/70
* Cooldown: 0.3 seconds
- Target a location to shoot a rocket in that direction, hitting the first enemy it touches. The rocket deals 50 Magic Damage, and bonus Magic Damage equal to 10% of the Distance traveled, up to a max of 200 Magic Damage.
- The rocket grants vision around itself. Max of 1/2/3/4 charges (4 second refresh time).

Homing Acorn
* Range: 1600
* Radius: 200
* Mana Cost: 80
* Cooldown: 18/16/14/12 seconds
- Activate to shoot a homing acorn that seeks out the nearest non-stealth enemy hero in radius. Applies a 60/120/180/240 Magic Damage and a 40% Movement Speed Slow to the target and nearby units for 4 seconds.
- Provides vision while flying and vision of affected units for duration of debuff.

Refuel
- Passively grants a 25% chance for Chipper to restore 100/125/150/175% of the mana used on spellcast.
- Also passively grants Chipper 100/150/200/250 Mana.

Sawblade Showdown
* Range: 1200
* Radius: 500 (1000 altogether)
* Mana Cost: 140/180/220
* Cooldown: 60/50/40 seconds
- Click and drag cursor to create a line of sawblades which lasts 8 seconds.
- Deals 200/300/400 Magic Damage to enemies who touch the blades, followed by 75/125/175 Magic Damage each second they stay on the blades

Chronos
* Strength: 23 + 2.0 per level
* Agility: 23 + 3.0 per level (Primary)
* Intelligence: 15 + 1.5 per level
* Movement Speed: 295
* Attack Range: Melee
* Starting Attack Damage: 56-62
* Starting Armor: 3.8

Time Leap
* Range: 1000
* Radius: 300
* Mana Cost: 120
* Cooldown: 12 seconds
- Target a location to teleport to that position. Upon arrival, deals 60/90/120/150 Magic Damage and applies a 15/30/45/60% Movement Speed Slow for 3 seconds to enemies around you.

Rewind
* Mana Cost: 50
* Cooldown: 16/14/12/10 seconds
- Activate to heal 70/80/90/100% of the Damage Taken in the last 3 seconds over 3 seconds. Also removes Buffs and Debuffs from Chronos.
- Heals based on what amount of health you had 3 seconds ago.

Curse of Ages
- Passively gives your attacks a 10/15/20/25% chance to deal an Extra Attack.

Chronofield
* Range: 600
* Radius: 400
* Mana Cost: 150/225/300
* Cooldown: 180/140/100 seconds
- Target a location to create a Chronofield there for 4 seconds. All non-owned units within the Chronofield are Frozen.
- Chronos gains Unitwalking and Max Movespeed (1000) while inside the Chronofield.


Corrupted Disciple
* Strength: 18 + 2.6 per level
* Agility: 22 + 1.7 per level (Primary)
* Intelligence: 21 + 1.8 per level
* Movement Speed: 290
* Attack Range: 475
* Starting Attack Damage: 45-47
* Starting Armor: 2.7

Electric Tide
* Radius: 800
* Mana Cost: 125
* Cooldown: 15 seconds
- Activate to create an Electric Tide that deals 40/60/80/100 to 85/120/155/190 Magic Damage in an area around you.
- Damage is greater the farther the enemy is from you and damage is dealt on both the expansion and contraction of the Tide. Briefly grants vision around Corrupted Disciple.

Corrupted Conduit
* Range: 600
* Mana Cost: 50
* Cooldown: 40/35/30/25 seconds

-
Target an enemy to grant vision around them, lower their Attack Damage and increase your own. Drains 5/10/15/20 Attack Damage per second for 10 seconds, maintaining the damage for 8 seconds after the drain ends.
- If you get more than 800 units away from your target, the drain ends early.

Static Discharge
* Cooldown: 4 seconds

-
Passively grants 3/6/9/12% Movement Speed.
- When off cooldown, zaps enemies who target spells on you for 80/100/120/140 Magic Damage and -80% Movement Speed for 0.4/0.8/1.2/1.6 seconds.

Overload
* Radius: 450
* Mana Cost: 100/150/200
* Cooldown: 120/100/80 seconds
- Activate to apply Overload to yourself for 30 seconds.
- Overload deals 40/55/70 Physical Damage and -1 Armor every 0.7/0.6/0.5 seconds to the lowest health target in an area around you.


Demented Shaman
* Strength: 16 + 2 per level
* Agility: 21 + 1.7 per level
* Intelligence: 27 + 3.5 per level (Primary)
* Movement Speed: 305
* Attack Range: 550
* Starting Attack Damage: 41-59
* Starting Armor: 2.5

Entangle
* Range: 700
* Mana Cost: 80/90/100/110
* Cooldown: 15/13/11/9 seconds
- Target an enemy unit to apply a Mini-Stun and a 70/80/90/100% Movement Speed Slow for 2 seconds.
- Afterwards, deals 80/120/160/200 Physical Damage over 8 seconds.
- Also spawns 2 Shaman Minions around the target for 4 seconds, dealing 10 Attack Damage per attack.

Healing Wave
* Range: 750
* Mana Cost: 80/90/100/110
* Cooldown: 12/10/8/6 seconds
- Target an Ally (or self) to launch a wave which chains to the nearest 3/4/5/6 friendly targets.
- Affected ally units are Healed for 80/100/120/140 Health and deal 80/100/120/140 Physical Damage to enemy units around themselves.

Unbreakable
* Range: 550/700/850/1000
* Mana Cost: 150
* Cooldown: 60/45/30/15 seconds
- Target an Ally (or self) to apply Unbreakable to them for 5 seconds. While active, the target cannot die (health will not go below 1) and gains 15/30/45/60 bonus Damage.
- When not on cooldown or not on another target, Unbreakable remains active indefinitely on Demented Shaman until he takes fatal damage, upon which it will expire 2 seconds after that occurs. While active passively, Unbreakable does not grant bonus damage.

Storm Cloud
* Range: 2000
* Radius: 575
* Mana Cost: 100
* Cooldown: 40 seconds
- Target a location to apply Storm Cloud to all heroes in the area for 24 seconds.
- Enemies lose Armor per second until -18/24/30 Armor, then regains it over the rest of the duration.
- Allies gain Armor per second until 18/24/30 Armor, then loses it over the rest of the duration.


Devourer
* Strength: 25 + 3.0 per level (Primary)
* Agility: 14 + 1.5 per level
* Intelligence: 14 + 1.5 per level
* Movement Speed: 285
* Attack Range: Melee
* Starting Attack Damage: 52-58
* Starting Armor: 1.3

Guttling Hook
* Range: 1000/1100/1200/1300
* Radius: 70
* Mana Cost: 110/120/130/140
* Cooldown: 14 seconds
- Target a position to launch Guttling Hook towards it. The first unit it encounters will be pulled to you. If the affected unit is an enemy, it receives a Mini-Stun and 90/180/270/360 Physical Damage.

Decay
- Activate to toggle on or off. While on, deals 30/60/90/120 Magic Damage per second to nearby enemies and self. Nearby enemies are affected with -30% Movement Speed. Lingers for 1.5 seconds.

Cadaver Armor
- Passively grants 1/2/3/4 Magic Armor.
- Permanently gain 1/1.5/2/2.5 Strength when a nearby enemy hero dies.

Devour
* Range: 160
* Mana Cost: 100/135/170
* Cooldown: 30 seconds
- Target an enemy unit and channel to deal 75/125/175 Magic Damage per second and heal Devourer for that amount, and apply Stun for up to 3 seconds. For each second that Devour is channeled, Devourer temporarily gains increased radius on Decay.



Empath
* Strength: 19 + 1.5 per level
* Agility: 20 + 1.5 per level
* Intelligence: 24 + 2.5 per level (Primary)
* Movement Speed: 300
* Attack Range: 600
* Starting Attack Damage: 46-54
* Starting Armor: 3.0

Essence Link
* Range: 600
* Mana Cost: 120/130/140/150
* Cooldown: 12 seconds
- Applies a link to the target enemy. While linked, target takes 25/35/45/55 True Damage per second and you are healed 25/35/45/55 Health per second. The link expires after 5 seconds.
- If the target moves more than 700 units away, the link is broken and the target is Stunned for 1/1.5/2/2.5 seconds.
- While bonded to an ally with As One, Essence Link heals the host instead of you.

Illusory Veil
* Range: 800
* Radius: 325
* Mana Cost: 100
* Cooldown: 16/14/12/10 seconds
- Click and drag cursor to create a wall that will block enemy movement, but not allies. The wall lasts 3 seconds. Enemies who come near the wall take 30/45/60/75 Magic Damage per second.

Spur
* Mana Cost: 30
* Cooldown: 14/11/8/5 seconds
- Activate to grant 100% Slow Resistance and 550 Movement Speed to yourself for 2 seconds.
- Grants the Movement Speed bonus to her host instead if As One is active.

As One
* Range: 300
* Mana Cost: 150/200/250
* Cooldown: 100/80/60 seconds
- Target an allied hero to go inside them for up to 30 seconds. While inside, Empath is invulnerable and her host receives 30/60/90 Attack Damage.


Engineer
* Strength: 20 + 2 per level
* Agility: 18 + 3.0 per level (Primary)
* Intelligence: 20 + 2.1 per level
* Movement Speed: 295
* Attack Range: 500
* Starting Damage: 41-48
* Starting Armor: 1.5

The Keg
* Range: 750
* Radius: 200
* Mana Cost: 90/100/110/120
* Cooldown: 12 seconds
- Throws a keg at target location, impacting after a 1 second delay. Enemy units in radius take 100/150/200/250 Magic Damage, are Slowed by 20% for 3 seconds, and are pushed 250 units away from the impact point.
- If the Engineer is in the blast radius, he too will be knocked back, but won't be Slowed.

Steam Turret
* Range: 650
* Mana Cost: 100
* Cooldown: 20 seconds
- Creates a Steam Turret at your position that does 20/40/60/80 Physical Damage per shot. The Turret has 500 Attack Range and inherits Engineer's Inventory and 50% of the Attack Speed granted by Agility from Engineer.
- The turret is unaffected by all sources of heals, Health or Mana Regeneration.
- The Turret dies in 3 hits from heroes, Bosses and enemy buildings (12 hits from other units) and does not aggro Lane Creeps. Its Health regenerates to full after not taking damage for 4 seconds.
Sub-ability: Targeting Algorithm
* Cooldown: 0.1 seconds.
- The Turret will attack whatever you attack. Otherwise, it will attack the closest visible enemy, prioritising heroes.
- Activate to switch the Turret into Hero Targeting Mode, causing it to never attack creeps unless you are attacking them. If you do attack creeps, the turret will only attack them once in this mode.
- Activate again to switch back to Normal Targeting Mode.

Overdrive
* Radius: 500
* Mana Cost: 50/60/70/80
* Cooldown: 30 seconds.
- Activate to apply Overdrive to self for 4/6/8/10 seconds.
- Overdrive: Starts with and gains 25 bonus Attack Speed per second. Propagates to towers and turrets within 500 range.

Energy Field
* Range: 800
* Radius: 450
* Mana Cost: 200
* Cooldown: 120/100/80 seconds
- Activate to create an Energy Field for 5/8/11 seconds with a turret at its center.
- This turret deals 40/60/80 Physical damage per shot to all enemies within 450 range, has a 1.5 second base attack cooldown and dies in 4 hits from heroes, Bosses and enemy buildings (16 hits from other units). Does not regenerate health.
- Enemies who enter or exit the field have Energy Field applied for 2 seconds.
- Energy Field (state): 100% tapering Movement Speed Slow, Silenced.

Fayde
* Strength: 18 + 2.2 per level
* Agility: 18 + 2.1 per level
* Intelligence: 18 + 2.3 per level (Primary)
* Movement Speed: 290
* Attack Range: Melee
* Starting Attack Damage: 46-50
* Starting Armor: 4.0

Cull
* Radius: 300
* Mana Cost: 100
* Cooldown: 10 seconds

-
Activate to deal 100/160/220/280 Magic Damage and drain 7/14/21/28% of Max Mana from nearby enemies. Restores half the total mana drained.

Burning Shadows
* Range: 700
* Mana Cost: 85/100/115/130
* Cooldown: 14 seconds
- Target a position to apply a 1.6/2/2.4/2.8 second Stun to enemies in an 800 unit line and create mirror images of affected enemy heroes. Images deal 70/140/210/280 Magic Damage to their owners.

Shadow Walk
* Mana Cost: 70
* Cooldown: 25/20/15/10 seconds
- Activate to shroud yourself with darkness, disjointing on use and granting Single Target Immunity to yourself for 2.5 seconds.
- During this time, you leave a trail of shadows that applies a 15/20/25/30% Movement Speed Slow to nearby enemies.

Reflection
* Mana Cost: 150/175/200
* Cooldown: 80/70/60 seconds
- Activate to become Invisible for 40/50/60 seconds.
- While invisible, you gain Treewalking, Unitwalking, 10% Movement Speed, and 800/1000/1200 Clearvision.
- Your first attack out of Invisibility inflicts Magic Damage equal to 150/200/250 + 10/20/30% of target's Current Health over 2 seconds.


Flint Beastwood
* Strength: 15 + 1.7 per level
* Agility: 22 + 3.5 per level (Primary)
* Intelligence: 15 + 2.0 per level
* Movement Speed: 285
* Attack Range: 600
* Starting Attack Damage: 36-42
* Starting Armor: 2.5

Explosive Flare
* Range: 1600
* Radius: 450
* Mana Cost: 150
* Cooldown: 20 seconds
- Target a location to fire a flare that deals 20/40/60/80 Magic Damage per second, applies a 15/20/25/30% Movement Speed Slow, reveals enemies and causes attacks to have a 50% chance to pierce their evasion. Effect lasts for 5 seconds.

Hollowpoint Shells
* Mana Cost: 25
* Cooldown: 16/14/12/10 seconds
- Activate to enhance the next 4 Attacks for up to 7 seconds, granting 100 Attack Speed and dealing bonus Physical Damage equal to [4/6/8/10% * Base Damage] per 100 units from the target, starting from 300 units away.

Deadeye
- Passively increases attack range and vision radius by 100/200/300/400.

Money Shot
* Range: 2000/2500/3000
* Mana Cost: 150/250/350
* Cooldown: 20/15/10 seconds
- Target an enemy to channel for 1.7 seconds.
- After channeling completes, fires a shot that deals 350/500/650 Magic Damage and a 0.2 second Stun.


Forsaken Archer
* Strength: 18 + 2.3 per level
* Agility: 22 + 3.0 per level (Primary)
* Intelligence: 17 + 1.8 per level
* Movement Speed: 295
* Attack Range: 600
* Starting Attack Damage: 44-50
* Starting Armor: 3.8

Skeletal Army
* Range: 1000
* Radius: 600
* Mana Cost: 90/100/110/120
* Cooldown: 30/26/22/18 seconds
- Launches a wave which spawns a Skeletal Warrior to attack each enemy encountered. Skeletons have 420 Movement Speed, unitwalking, deal 10/15/20/25 Physical Damage per attack and apply a stacking -1 Armor on attack for 3 seconds. Stacks up to 4/8/12/16 times.
- Skeletons will follow their target for up to 15 seconds and die in 3/4/5/6 hits from non-hero units and half as many from heroes, bosses and towers.
- Grants clearvision in the area upon cast for 4 seconds.

Split Fire
* Radius: 650
* Cooldown: 1 second
- Passively splits your attack into 2/3/4/5 separate attacks that each deal 50/60/70/80% damage. Main target takes full damage.
- Activate to turn Split Fire on/off.

Call of the Damned
- Passively grants an 8/12/16/20% chance to spawn a skeleton archer every time you or your units deal non-DoT damage. The archer will attack once dealing 60 Physical Damage.

Banshee Wail
* Radius: 800
* Mana Cost: 200
* Cooldown: 100/90/80 seconds
- Activate to enter Banshee form for 6 seconds, applying a 40/50/60% Movement Speed Slow and 40/50/60% Miss Chance to all enemies in radius.
Glacius
* Strength: 16 + 2.0 per level
* Agility: 18 + 1.0 per level
* Intelligence: 25 + 3.0 per level (Primary)
* Movement Speed: 290
* Attack Range: 600
* Starting Attack Damage: 35-41
* Starting Armor: 3.0

Tundra Blast
* Range: 700
* Mana Cost: 100/120/140/160
* Cooldown: 12/11/10/9 seconds
- Target a location to deal 100/150/200/250 Magic Damage in the area and apply -20/30/40/50% Movement Speed and -20/30/40/50 Attack Speed for 4.5 seconds.

Ice Imprisonment
* Range: 550
* Mana Cost: 130/140/150/160
* Cooldown: 10/9/8/7 seconds

-
Target an enemy to encase it in ice. Once encased, the target is Immobilized and Disarmed for 1.5/2/2.5/3 seconds (10 seconds for non-hero units), Mini-Stunned, and they receive 100 Magic Damage per second.
- If the target dies while frozen, mana cost of this ability is refunded.

Chilling Presence
- Passively grants 0.9/1.2/1.5/1.8 Mana Regeneration to all allied heroes and 2/3.5/5/6.5 Mana Regeneration to self.


Glacial Downpour
* Radius: 800
* Explosion Damage Radius: 300
* Mana Cost: 200/400/600
* Cooldown: 110/100/90 seconds

-
Activate to channel for up to 10 seconds, randomly spawning shards of ice around Glacius. Each shard of ice deals 105/170/250 Magic Damage.
- All enemies in the area have -30% Movement Speed and -30 Attack Speed applied to them during the channel.

Gladiator
* Strength: 21 + 2.5 per level (Primary)
* Agility: 15 + 1.0 per level
* Intelligence: 16 + 1.5 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 47-57
* Starting Armor: 3.5

Pitfall
* Range: 1500
* Radius: 225
* Mana Cost: 90/100/110/120
* Cooldown: 16/14/12/10 seconds
- Target a location to summon a Pitfall. After a 1.5 second delay, enemy units at the location take 75/150/225/300 Magic Damage, get launched into the air for 1.2 seconds and receive -35% Movement Speed for 1.75/2.5/3.25/4 seconds.
* Grants temporary vision around the Pitfall after triggering.

Showdown
* Range: 400/600/800/1000
* Cooldown: 26/20/14/8 seconds
* Mana Cost: 50

-
Target a unit to mark it for Showdown. If Showdown is activated again or in 4 seconds (8 seconds for allies), the target will be returned to his marked location.
* Grants temporary vision around the Showdown mark.

Flagellation
* Radius: 380/420/460/500
* Cooldown: 10/8/6/4 seconds
- When available, passively grants your next attack 20/40/60/80 Bonus Damage and 100% True Damage Cleave in a 380/420/460/500 radius in front of you.

Call to Arms
* Range: 1000
* Mana Cost: 125/175/225
* Cooldown: 100/80/60 seconds
- Target a location to summon a Chariot behind you that travels 2000 units in target direction. Allies in the Chariot's path receive a 1.5/2/2.5x Critical Strike on their next attack or for up to 8 seconds.
- Enemies at the Chariot's final location receive 400/500/600 Magic Damage and a 1 second Stun.
* The Chariot grants vision while in motion & temporary vision after impact.


Gunblade
* Strength: 20 + 2.2 per level
* Agility: 23 + 3.0 per level (Primary)
* Intelligence: 16 + 2.0 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 46-48
* Starting Armor: 4.5

Crippling Slugs
* Range: 600
* Radius: 70
* Mana Cost: 80
* Cooldown: 8 seconds
- Target a location or enemy to quickly fire three Slugs in that direction. Each Slug deals 30/50/70/90 Physical Damage and applies a stacking 8/11/14/17% Movement Speed Slow to all enemies hit for 3 seconds.
- The slugs will pass through and damage creeps but stop on heroes.
- This ability can proc Lethal Range, dealing full crit damage instead.


Grappling Shot
* Range: 1000
* Mana Cost: 50
* Cooldown: 20/16/12/8 seconds
- Target an enemy unit to quickly grapple to it, attaching yourself to them for 2 seconds.
- The target suffers -1/2/3/4 Armor and is Restrained during this time.
* Can reactivate this ability to detach from the grappled enemy early.


Demon Blood
- Passively causes enemies you've damaged to deal 10/15/20/25% Reduced Damage to you for 3 seconds.


Lethal Range
- Passively grants a 15% chance to perform a 2.5/3/3.5x Critical Hit on attack.
- When a crit occurs, the target will take 70% of the damage instantly and bleed for 5 seconds, taking the rest of the critical hit damage over the period and leaving a trail of blood behind them.


Hammerstorm
* Strength: 25 + 2.5 per level (Primary)
* Agility: 20 + 1.5 per level
* Intelligence: 15 + 1.5 per level
* Movement Speed: 290
* Attack Range: Melee
* Starting Attack Damage: 58-60
* Starting Armor: 3.0

Hammer Throw
* Range: 600
* Radius: 300
* Mana Cost: 140
* Cooldown: 13 seconds
- Deals 100/160/220/280 Magic Damage and applies a 75% Movement Speed Slow for 3 seconds to enemies in an area around the target.

Galvanize
* Mana Cost: 25
* Cooldown: 25 seconds
- Activate to gain 15% Movement Speed and 4/8/12/16 Armor for 10 seconds.

Mighty Swing
* Radius: 450

-
Passively applies 30/40/50/60% Splash to your attacks.

Brute Strength
* Radius: 900
* Mana Cost: 100/150/200
* Cooldown: 80 seconds
- Activate to add 60/100/140% Base Damage to your attacks for 30 seconds.
- During the effect ally heroes within 900 range also gain 20/40/60% Base Damage.


Hellbringer
* Strength: 17 + 2.1 per level
* Agility: 10 + 1.2 per level
* Intelligence: 20 + 3.3 per level (Primary)
* Movement Speed: 290
* Attack Range: 600
* Starting Attack Damage: 47-57
* Starting Armor: 1.5

Mortal Coil
* Range: 650
* Mana Cost: 60/70/80/90
* Cooldown: 4/3/2/1 seconds
- Target an enemy unit to deal 75/110/145/180 Magic Damage and apply a stacking 6% Movement Speed Slow for 3 seconds. If that kills the target, refunds 50% of the mana cost. Slow stacks up to 5 times (30%).
* Counts the refund effects as long as the target dies within 0.05 seconds of impact, no matter the killer.

Hell's Chains
* Range: 600
* Radius: 300
* Mana Cost: 70/80/90/100
* Cooldown: 10 seconds.
- Target an area to link all the enemies in it together for 15 seconds.
- Linked enemies will take 12/18/24/30% of Damage Taken by anyone within the chain. Linked enemies are also Slowed by 10%.
- New casts of Mortal Coil will propagate its slowing effects to everyone in the chain.

Demonic Pact
- Passively summons a demon which follows Hellbringer around and heals him for 5/10/15/20% of all damage dealt.
* Does not work on damage dealt to structures.

Summon Malphas
* Range: 1200
* Radius: 300
* Mana Cost: 100/150/200
* Cooldown: 120/100/80 seconds.
- Target a location to deal 150/275/400 Magic Damage and applies a 1 second stun to enemies in radius.
- Summons Malphas at target position for up to 30/40/50 seconds, who then proceeds to go on an uncontrollable rampage, attacking nearby enemy heroes, units and structures.
* When Malphas runs out of things to attack for 3 seconds or when he gets further than 3000 range away from Hellbringer, he will return to following him.
- Malphas has 1200/2100/3000 Health, 10/15/20 Armor, 5 Magic Armor and deals 50/75/100 Physical Damage per attack with an attack cooldown of 2 seconds.
- Malphas instantly kills lane creeps, deals double damage to structures and has a 25% chance to deal 100 bonus Damage and apply a 50% Movement Speed Slow on attack for 3 seconds.
- Malphas is uncontrollable and has unitwalking.


Jeraziah
* Strength: 20 + 2.5 per level (Primary)
* Agility: 15 + 1,5 per level
* Intelligence: 17 + 2.0 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 53-63
* Starting Armor: 4.0

Inner Light
* Range: 575
* Radius: 300
* Cooldown: 11/10/9/8 seconds
* Mana Cost: 85/100/115/130
- Target an allied unit to heal it for 90/160/230/300 Health while damaging enemies around it for 90/180/270/360 Magic Damage.

Smite
* Range: 150
* Mana Cost: 60
* Cooldown: 12/11/10/9 seconds
- Activate to Smite your target with your sword, dealing 60 Physical Damage and applying a 60% Movement Speed Slow to them for 2/3/4/5 seconds.

Radiant Steel
* Mana Cost: 0
* Cooldown: 16/14/12/10 seconds
- Activate to buff yourself for the next 3 attacks or up to 8 seconds.
- The buff reduces your attack speed by 25% but grants 20/40/60/80 bonus Physical Damage and True Strike to your attacks.

Sol's Blessing
* Radius: 900
* Mana Cost: 150/200/250
* Cooldown: 120 seconds
- Activate to grant all allies and allied buildings within radius 40/60/80% reduced damage from Physical attacks for 5/6/7 seconds. Killing Jeraziah ends the effect early for his team.


Klanx
* Strength: 15 + 1.5 per level
* Agility: 22 + 3.0 per level (Primary)
* Intelligence: 18 + 1.5 per level
* Movement Speed: 290
* Attack Range: 550
* Starting Attack Damage: 37-43
* Starting Armor: 2.7

B.A.N.G.
* Range: 1300
* Radius: 300
* Mana Cost: 90
* Cooldown: 12 seconds.
- Target an area to throw a flashbang to that location, exploding after a short delay.
- Enemies facing the flash will receive 50/80/110/140 Magic Damage, a 100% Miss Chance and a tapering 30/50/70/90% Movement Speed Slow for 2 seconds. Enemies not facing the flash take 75% Damage with no auxiliary effects.
- For 2 seconds after cast, you may throw a 2nd flashbang at no cost.
- Enemy heroes cannot be damaged by flashbangs more than once within a 3 second timeframe.

H.A.W.K.
* Mana Cost: 50
* Cooldown: 20 seconds
- Activate to gain all terrain walking and 2 charges of +5/7.5/10/12.5% Movement Speed each for up to 10/15/20/25 seconds.
- When taking non-DOT damage from player-controlled enemy units, H.A.W.K. loses 1 charge and goes on a 3 second cooldown.
- Taking player damage at 0 charges removes the benefits of H.A.W.K. and puts the skill on a 20 second cooldown.
- Not taking player damage for 3 seconds restores a charge.
- Enemies will gain sight of Klanx for 2 seconds whenever he attacks them.
- Right-click to autocast.

Lackey
* Cooldown: 0 seconds
- Toggle on or off to cause your Lackey to fire a rocket towards your attack target that deals 15/30/45/60 Magic Damage, at the cost of 10 mana per attack.

A.C.E. Shots
* Mana Cost: 125/150/175
* Cooldown: 80 seconds
- Activate to grant allies, ally Gadgets, and ally Towers 30/60/90 Attack Speed for 6 seconds.
- Klanx gains 60/120/180 Attack Speed during this time.


Kraken
* Strength: 22 + 2.5 per level (Primary)
* Agility: 15 + 1.2 per level
* Intelligence: 17 + 1.7 per level
* Movement Speed: 310
* Attack Range: Melee
* Starting Attack Damage: 52-57
* Starting Armor: 4.5

Torrent
* Range: 700
* Mana Cost: 70/80/90/100
* Cooldown: 12 seconds
- Target an enemy unit to deal 110/160/210/260 Magic Damage and apply a 40% Movement Speed Slow to it for 3 seconds.

Tsunami Charge
* Range: 800
* Radius: 125
* Mana Cost: 110
* Cooldown: 14/13/12/11 seconds
- Target a position to charge 800 units in that direction.
- While charging, you will pick up any enemy hero you collide with, dragging them in front of you. If you collide to terrain while dragging an enemy hero, that hero receives 60/90/120/150 Magic Damage and a 15/20/25/30% Movement Speed Slow for 3 seconds.
- Grants 500 day and night Clearvision around where you stopped charging for 5 seconds.

Splash
* Radius: 350
* Cooldown: 10 seconds
- When available, your next attack will create a devastating Splash around you, dealing 100/150/200/250 Physical Damage to all enemies hit.
- Attacks lower the cooldown of Splash by 1 second.

Release the Kraken!
* Range: 400
* Radius: 400
* Mana Cost: 200/250/300
* Cooldown: 120 seconds
- Activate to pull all enemies to you, dealing 100/150/200 Magic Damage and applying a 2/2.5/3 second Stun to all units hit.


Legionnaire
* Strength: 25 + 2.5 per level (Primary)
* Agility: 20 + 2.0 per level
* Intelligence: 18 + 1.5 per level
* Movement Speed: 295
* Attack Range: Melee
* Starting Attack Damage: 49-53
* Starting Armor: 4.0

Taunt
* Radius: 300
* Mana Cost: 80/90/100/110
* Cooldown: 16/14/12/10 seconds
- Activate to gain 20 Armor and force nearby enemies to attack you for 1.5/2/2.5/3 seconds.

Terrifying Charge
* Range: 1000
* Mana Cost: 40/50/60/70
* Cooldown: 24/21/18/15 seconds
- Target an enemy unit to charge at it with Max Movement Speed. Upon reaching it, the target and enemies within a cone receives 100 Physical Damage, -15/30/45/60 Attack Damage and +40 Attack Speed for 5 seconds.

Whirling Blade
* Radius: 300
* Cooldown: 0.2 seconds

-
Passively gives a 15% chance to deal 100/125/150/175 Physical Damage to nearby enemies when attacked.

Decapitate
* Range: 175
* Mana Cost: 60
* Cooldown: 75/65/55 seconds

-
Target an enemy unit with less than 400 Health to instantly kill it.
- If an enemy hero is killed, Terrifying Charge's cooldown is reset and you gain 10/20/30% Movement Speed for 3 seconds. Otherwise, deals 150/250/350 Magic Damage.


Lodestone
* Strength: 25 + 3 per level (Primary)
* Agility: 17 + 1.2 per level
* Intelligence: 15 + 1.8 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 52-61
* Starting Armor: 4.0

Rocket Drill
* Range: 800
* Radius: 250
* Mana Cost: 90/100/110/120
* Cooldown: 12 seconds.
- Target an area to launch a drill which applies a 60% Movement Speed Slow to enemies in the area for 2 seconds, and attaching the drill to target position.
- Activate again to launch yourself towards the drill, ending 300 units past it, dealing 100/150/200/250 Magic Damage to enemies you pass through and applying a 1 second Stun to them.
- The drill returns to you if you move more than 1200 units away from it.

Circuit Breaker
* Radius: 350
* Mana Cost: 30/40/50/60
* Cooldown: 7/6/5/4 seconds.

-
Activate to deal 75/125/175/225 Mixed Damage to enemies around you and reduce their base damage by 30/40/50/60% for 6 seconds.

Geomagnetism
* Radius: 400
- Passively reduces normal and magic armor of nearby enemies by 30/45/60/75%.

Shatterstorm
* Range: 400
* Mana Cost: 100/150/200
* Cooldown: 80/70/60 seconds.
- Activates "Shatterstorm", which starts with 200/300/400 health and can grow to up to 400/600/800 health. Lasts for up to 10 seconds or until detonated (2nd activation).
- Shatterstorm: Absorbs incoming post-mitigation damage. The Shatterstorm gains 20/25/30 health per second for each enemy hero in an 800 radius. Explodes for Mixed Damage equal to the Shatterstorm's current health in a 400 radius when detonated or when it expires, with a minimum of 200/300/400 Damage.


Lord Salforis
* Strength: 25 + 2.6 per level (Primary)
* Agility: 10 + 1.2 per level
* Intelligence: 20 + 2.0 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 53-69
* Starting Armor: 0.9
Mors Certissima
* Range: 400
* Radius: 250
* Mana Cost: 75/85/95/105
* Cooldown: 12/10/8/6 seconds.
- Target an area to blast it after a 0.5 second delay. Deals 100/200/300/400 Magic Damage to enemies in radius and restores 40% of damage taken in Health Regeneration over 5 seconds.

Life Tap
* Radius: 275
* Mana Cost: 40
* Cooldown: 16/12/8/4 seconds.
- Activate to refresh your attack cooldown and apply Life Tap to self for your next attack or 5 seconds.
- Life Tap: +60/80/100/120 Damage, +50 Movement Speed, +100% Lifesteal, Next attack converts 100% of Attack Damage to Superior Magic Damage.
- Enemy target suffers a tapering 60% Movement Speed Slow for 2 seconds
- Can be switched into auto-cast.

Dark Lord's Presence
* Radius: 300
- Passively steals 50/60/70/80% of nearby enemy's Health Regeneration, giving it to yourself.

The Affliction
* Range: 400
* Mana Cost: 100/150/200
* Cooldown: 60 seconds.
- Applies The Affliction to target for 8 seconds. Pauses the duration while Salforis is within 300 range.
- The Affliction: 25/50/75 True Damage per second, -100% Healing Received.


Magebane
* Strength: 16 + 1.7 per level
* Agility: 22 + 3.0 per level (Primary)
* Intelligence: 15 + 1.0 per level
* Movement Speed: 315
* Attack Range: Melee
* Starting Attack Damage: 49-53
* Starting Armor: 2.7

Mana Combustion
- Auto-attacks passively burn the target's mana for an amount equal to 6/12/18/24 + 3/4/5/6% of the target's Max Mana, and deals Physical Damage equal to 50% of the Mana burned.

Flash
* Range: 1200
* Mana Cost: 60
* Cooldown: 15/12/9/6 seconds
- Target a location to teleport to that position.

Master of the Mantra
- Passively grants 5/10/15/20 Magic Armor.

Mana Rift
* Range: 600
* Radius: 500
* Mana Cost: 125/200/275
* Cooldown: 70 seconds
- Target an enemy unit to apply a 0.3 second Stun and deal 60/85/110% of the target's missing Mana as Magic Damage to the target and to enemies around it.


Magmus
* Strength: 22 + 2.0 per level (Primary)
* Agility: 19 + 1.6 per level
* Intelligence: 15 + 1.8 per level
* Movement Speed: 290
* Attack Range: Melee
* Starting Attack Damage: 47-66
* Starting Armor: 3.2

Lava Surge
* Range: 400/500/600/700
* Radius: 145
* Mana 110/120/130/140
* Cooldown: 10 seconds
- Target a location to surge there and deal 100/160/220/280 Magic Damage and apply a 2.15 second Stun to enemy units passed along the way. Magmus is invulnerable & unable to take action for the first 0.55 seconds.

Steam Bath
* Radius: 450
* Mana Cost: 60/50/40/30
* Cooldown: 40/30/20/10 seconds
- Activate to apply Invisibility to self for the duration of channel and deal 30/50/70/90 Magic Damage per second to nearby enemies for a maximum of 60 seconds.
- Invisibility lingers for 0.6/0.9/1.2/1.5 seconds after breaking channel.

Volcanic Touch
* Radius: 400

-
Passively applies Volcanic Touch to enemies you attack for 0.25 seconds. If the target dies while affected, Magmus deals 60/90/120/150 Magic Damage to enemies in a 400 radius around the target.
* Can be toggled off.

Eruption
* Radius: 300
* Mana Cost: 150/225/300
* Cooldown: 140/120/100 seconds
- Activate to channel for 1.5 seconds.
- Afterwards, releases a pulse around you every 0.35 seconds, up to 6/8/10 pulses. Each pulse deals 110 Magic Damage and applies -30% Movement Speed to nearby enemies for 3 seconds.

Monkey King
* Strength: 18 + 2.0 per level
* Agility: 20 + 3.0 per level (Primary)
* Intelligence: 17 + 2.0 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 48-54
* Starting Armor: 2.8

Illusive Dash
* Range: 350
* Radius: 200
* Mana Cost: 60
* Cooldown: 9 seconds
- Dashes 300 units forward, following pathing. Deals 50/80/110/140 Physical Damage to enemies you pass through.
- After 2 seconds or on second activation, if you dealt damage on the first dash, you will dash forward again, unless you are Immobilized or Restrained.

Heavenly Vault
* Range: 200
* Radius: 250
* Mana Cost: 130
* Cooldown: 10 seconds

-
Target a unit or tree to vault over it, landing 300 distance behind (distance doubled if building) and inflicting Vaulted if it is an enemy. Enemies around your landing point are also inflicted with Vaulted, and trees are destroyed. You may vault another time within 2.5 seconds.
- Each application of Vault will inflict 85/140/195/250 Physical Damage and a tapering 20/40/60/80% Movement Speed Slow for 2 seconds (50% damage for subsequent hits, minimum of 25% damage).

Wan Jin Slam
* Radius: 200
* Mana Cost: 80
* Cooldown: 13/11/9/7 seconds

-
Slam the ground in front of you, raising a small rock. Nearby enemies will be launched into the air for .5 seconds and take 60/90/120/150 Magic Damage.
- After 2 seconds, the rock implodes, again launching nearby enemies into the air and dealing the same damage. You may Heavenly Vault on the rock as if it were a building.

Flying Nimbus
- Passively grants 50/100/150 Max Mana.
- When you have not taken damage for 3 seconds, you gain 10/20/30% Movement Speed and 2/4/6 Mana Regeneration.
Myrmidon
* Strength: 18 + 1.0 per level
* Agility: 18 + 1.0 per level
* Intelligence: 22 + 3.0 per level (Primary)
* Movement Speed: 315
* Attack Range: 500
* Starting Attack Damage: 46-53
* Starting Armor: 4.8

Weed Field
* Range: 1000
* Mana Cost: 100
* Cooldown: 10 seconds
- Target a location to create a Weed Field in that direction. After a 1 second delay the Weed Field will explode and apply a 30/40/50/60% Movement Speed Slow for 3 seconds and deal 125/200/275/350 Magic Damage over the duration.

Magic Carp
* Range: 700
* Radius: 300
* Mana Cost: 90/100/110/120
* Cooldown: 10 seconds
- Target an area to fire Magic Carps at enemy heroes within it, dealing 100/150/200/250 Magic Damage. If the target is moving at the time of impact, it suffers a 1/1.5/2/2.5 second Stun. If not, it applies a 0.1 second Stun instead.

Wave Form
* Range: 850
* Radius: 200
* Mana Cost: 70/75/80/85
* Cooldown: 24/20/16/12 seconds
- Target a location to charge there, pathing around obstacles. Enemies passed through receive -1/2/3/4 Magic Armor for 3 seconds.

Forced Evolution
* Mana Cost: 100/150/200
* Cooldown: 100/80/60 seconds
- Activate to apply Evolved to Myrmidon for 10/15/20 seconds, granting him 8 Max Health per point of Intelligence.
- While active, Myrmidon becomes melee range, and his attacks apply a 20/30/40% Movement Speed Slow for 3 seconds.

Nymphora
* Strength: 16 + 1.7 per level
* Agility: 18 + 1.2 per level
* Intelligence: 28 + 2.7 per level (Primary)
* Movement Speed: 300
* Attack Range: 600
* Starting Attack Damage: 43-50
* Starting Armor: 1.7

Volatile Pod
* Range: 800
* Radius: 600
* Mana Cost: 150/160/170/180
* Cooldown: 14 seconds
- Target a position to place a Volatile Pod there that grows for 3 seconds.
- Builds up 50/70/90/110 Magic Damage and Healing per second while growing. The Volatile Pod explodes after it finishes growing, dealing the built-up Magic Damage to enemies and built-up Healing to allies.
- Can reactivate to explode the Volatile Pod early.

Nymphora's Zeal
* Range: 950
* Radius: 120
* Mana Cost: 120/135/150/165
* Cooldown: 16 seconds
- Launches a projectile that impacts targets it touches, dealing 50/90/130/170 Magic Damage and applying a 1 second Stun to them, then the projectile returns back to self.
- Units can be impacted twice, once when the projectile is being launched and once when it is returning.

Grace of the Nymph
* Range: 900
* Mana Cost: 20/30/40/50
* Cooldown: 18/16/14/12 seconds
- Target an Ally (or self) to bless them. Restores 75/150/225/300 Mana over 3 seconds and grants 100 Movement Speed for the duration.
- Movement Speed bonus expires upon taking Damage from a player-controlled unit.

Nature's Offense
* Radius: 900
* Mana Cost: 100/150/200
* Cooldown: 60 seconds
- Upon use refreshes the cooldowns of your non-ultimate abilities.
- Also applies a buff to nearby allies which reduces the cooldown of their next non-ultimate ability cast by 4/8/12 seconds. Buff lasts for up to 20 seconds.


Ophelia
* Strength: 20 + 1.8 per level
* Agility: 15 + 2.0 per level
* Intelligence: 21 + 2.8 per level (Primary)
* Movement Speed: 300
* Attack Range: 600
* Starting Attack Damage: 48-58
* Starting Armor: 1.5

Nature's Wrath
* Range: 800
* Mana Cost: 70
* Cooldown: 13/12/11/10 seconds
- Target an enemy unit to apply a tapering 15/20/25/30% Movement Speed Slow and 15/20/25/30% Damage Amplification to them for 8 seconds.


Ophelia's Judgment
* Range: 600
* Mana Cost: 175
* Cooldown: 16 seconds
- Target a unit to Judge them. If the target is an ally, teleports them back to your team's base after 5.5/5/4.5/4 seconds, instantly teleports units you control. If the target is an enemy, deals 80/160/240/320 Magic Damage.
- Cannot be used on lane creeps.

Command
* Range: 900
* Mana Cost: 100
* Cooldown: 8 seconds
- Target a neutral unit to take control of it permanently. You can control 1/1/2/3 units in this way simultaneously. The creatures you control receive 40/120/160/200 Max Health and 10/20/30/40 Movement Speed.

Ophelia's Touch
* Mana Cost: 200/300/400
* Cooldown: 120 seconds

-
Activate to apply a 200/300/400 Health Heal to all allied heroes and 600/9001200* to minions you control.


Parallax
* Strength: 16 + 1.7 per level
* Agility: 20 + 1.9 per level
* Intelligence: 26 + 2.7 per level (Primary)
* Movement Speed: 290
* Attack Range: 550
* Starting Attack Damage: 41-46
* Starting Armor: 2.7

Fulcrum Shift
* Range: 800
* Radius: 135
* Mana Cost: 100 + 10% of Max Mana
* Cooldown: 0.5 seconds
- Target location to move the Fulcrum to that location, consuming a charge.
- Enemies hit along its path are dealt 10% Max Mana + 0/30/50/50/70 Magic Damage.
- Max of 1/1/1/2/2 charges that refresh every 9/8/7/6/5 seconds.

Ionic Dash
* Range: 925
* Radius: 125
* Mana Cost: 85
* Cooldown: 15/14/13/12 seconds

-
Activate to dash towards the Fulcrum, dealing 75/95/115/135 Magic Damage and applying a 1/1.5/2/2.5 second Silence to enemies on the way.
- Resets the cooldown of this ability if at least 1 enemy hero was hit.

Dark Mana
- Passively grants a charge when damaging enemy heroes with abilities; each charge gives 2/4/6/8 Max Mana.
- 20% of charges are lost on death.
- Max of 120 charges.

Earthshatter
* Range: 700
* Radius: 375/475/575
* Mana Cost: 175/250/325
* Cooldown: 140 seconds
- Activate to create a field around the Fulcrum after a 2 second delay.
- The field removes 30% of affected enemy heroes' Mana and deals Magic Damage equal to 0.2/0.35/0.5x the difference between their Max Mana and your Max Mana.


Pearl
* Strength: 18 + 1.7 per level
* Agility: 17 + 1.8 per level
* Intelligence: 27 + 3.0 per level (Primary)
* Movement Speed: 290
* Attack Range: 600
* Starting Attack Damage: 48-56
* Starting Armor: 3.0

Asphyxiate
* Range: 600
* Radius: 400
* Mana Cost: 100/110/120/130
* Cooldown: 10 seconds

-
Target an enemy or ally to launch a bubble at them. If the target is an enemy, then the bubble removes all buffs, deals 30 Magic Damage and applies an 80% Movement Speed slow for 0.6 seconds.
- After 1.5 seconds, the bubble explodes, dealing 80/120/160/200 Magic Damage and applies an 80% Movement Speed slow to all enemy units within 400 radius for 0.6/0.9/1.2/1.5 seconds. If the target is an ally, then it removes all debuffs on the target at that time.

Whirlbubble
* Range: 700
* Radius: 200
* Mana Cost: 100/110/120/130
* Cooldown: 15 seconds
- Target a location to throw a bubble in that direction, pushing all enemy heroes with it. The bubble explodes at the end dealing 80/150/220/290 Magic Damage in an area.
- Non-hero enemies can receive the damage as the bubbles flies through them.
- You can double-activate this ability to spawn and instantly explode the bubble on top of self.

Bubble Pop
* Range: 500/600/700/800
* Radius: 600
* Mana Cost: 100
* Cooldown: 20 seconds
- Target an area to travel there by using bubble momentum, healing ally heroes within the area for 75/125/175/225 Health.

Preservation
* Radius: 500
* Mana Cost: 200
* Cooldown: 120/100/80 seconds
- Activate spawn a Bubble for up to 6/8/10 seconds and apply a Stun and push nearby enemies to a point 700 units away from Pearl over 1.2 seconds.
- Allies within the Bubble receive 70/80/90% Magic Damage Reduction.

Pebbles
* Strength: 26 + 2.8 per level (Primary)
* Agility: 9 + 1.0 per level
* Intelligence: 16 + 1.5 per level
* Movement Speed: 290
* Attack Range: Melee
* Starting Attack Damage: 74-80
* Starting Armor: 0

Stalagmites
* Range: 600
* Radius: 250
* Mana Cost: 120
* Cooldown: 19/18/17/16 seconds
- Target a location to deal 100/180/260/300 Magic Damage and apply a 2 second Stun to enemies in the radius. Units affected by Chuck take double damage from Stalagmites.
- Casting in the sequence Stalagmites -> Chuck will yield the highest potential combo damage.

Chuck
* Range: 1200
* Radius: 300
* Mana Cost: 120
* Cooldown: 10 seconds
- Target a unit to throw the nearest unit within range at it, dealing 75/150/225/300 Magic Damage to nearby enemy units. The thrown unit takes 20% of that as additional Magic Damage.

Slab Skin
- Passively provides 2/4/6/8 Armor and -10/-20/-30/-40% debuff reduction.

Enlarge
- Passively adds 40/90/140 Attack Damage and 10/20/30 Movement Speed, but increases Base Attack Time from 1.7 to 1.8/2.0/2.2 seconds.


Pestilence
* Strength: 20 + 2.5 per level (Primary)
* Agility: 16 + 2.0 per level
* Intelligence: 15 + 1.5 per level
* Movement Speed: 290
* Attack Range: Melee
* Starting Attack Damage: 51-59
* Starting Armor: 4.0

Flight
* Cooldown: 14 seconds

- Activate to apply 15/30/45/60% Movement Speed and unitwalking to self but increase damage taken by 15% for 7 seconds.
- Ability can be activated again for 25 Mana to fly to a target location, once.
* 1200 Cast range, 1000 projectile speed.

Impale
* Radius: 350
* Mana Cost: 85/95/105/115
* Cooldown: 8 seconds
- Activate to deal 75/125/175/225 Physical Damage and apply a 1.25/1.5/1.75/2 second Stun to enemies within radius.
- Applies a 20% Movement Speed Slow and 20% Attack Speed Slow for 2 seconds after Stun

Gore
* Cooldown: 2 seconds

-
Passively gives Pestilence's attacks a 10/15/20/25% chance to apply a 1 second Stun and deal 120 bonus Physical Damage over 3 seconds. Non-hero enemies receive 2x the bonus damage.
- Illusions deal 33% of Gore's damage when triggered but do not stun.

Swarm
* Range 700
* Mana Cost: 25
* Cooldown: 10 seconds
- Target an enemy unit to Reveal it and apply -10/15/20 Armor for 10 seconds.


Pharaoh
* Strength: 26 + 2.8 per level (Primary)
* Agility: 13 + 1.5 per level
* Intelligence: 18 + 1.6 per level
* Movement Speed: 310
* Attack Range: Melee
* Starting Attack Damage: 54-56
* Starting Armor: 3.0

Hellfire
* Radius: 275
* Mana Cost: 100
* Cooldown: 32/28/24/20 seconds
- Activate to impact a random target in radius every 0.75 seconds for 10 seconds.
- Each impact deals 20/45/70/95 Magic Damage and applies a 0.1 second Stun.

Wall of Mummies
* Radius: 250
* Mana Cost: 50/60/70/80
* Cooldown: 16 seconds
- Activate to spawn 8 mummies in a ring around self for 5/6/7/8 seconds.
- Each mummy may push an enemy by 150 units on the outside of the circle, dealing 80/120/160/200 True Damage and applying a Mini-Stun. Mummies die in 3 hits from other heroes and 1 hit from Pharaoh.
- Can activate again while the Mummies are active to kill them early.

Tormented Soul
* Range: Global
* Radius: 600
* Mana Cost: 50/55/60/65
* Cooldown: 30/25/20/15 seconds

-
Target a position to launch a projectile to that location. The projectile grants vision during its flight & on impact and deals 80/120/160/200 Magic Damage in its targeted impact radius.

Wrath of the Pharaoh
* Range: 3000
* Mana Cost: 150
* Cooldown: 80/60/40 seconds
- Target a location to shoot a projectile in that direction. Upon impacting a non-neutral enemy, Pharaoh launches at it and applies a 0.5 second Stun.
- While traveling, Pharaoh inflicts 100/200/300 Magic Damage and 1/1.5/2 second Stun to units he contacts.


Plague Rider
* Strength: 18 + 1.6 per level
* Agility: 15 + 1.8 per level
* Intelligence: 18 + 3.3 per level (Primary)
* Movement Speed: 310
* Attack Range: 600
* Starting Attack Damage: 42-51
* Starting Armor: 1.5

Contagion
* Range: 600
* Radius: 200
* Mana Cost: 130/150/170/190
* Cooldown: 8 seconds
- Target an enemy unit to deal 125/200/250/325 Magic Damage to the target and 75/100/125/150 Magic Damage to other enemy units in a small area around the target.
* If the targeted unit dies from this, another 75/100/125/150 Magic Damage will be dealt to surrounding enemies.
- Enemies hit receive a 30% Movement Speed Slow and -20 Attack Speed for 4 seconds.

Earthblight
* Range: 900
* Radius: 400
* Mana Cost: 85/90/95/100
* Cooldown: 24/20/16/12 seconds

-
Target an area to deal 40/60/80/100 Magic Damage to enemies and blight the earth under them. Earthblight gives -1/-2/-3/-4 Magic Armor and slowly pulls the enemies back to their starting location for 4 seconds.
- If the target moves too far from this location, it will be forced back to the original position. This effect only happens once per target.

Extinguish
* Range: 400
* Cooldown: 60/45/30/15 seconds
- Target a creep to kill it instantly, giving Plague Rider 30/50/70/90% of its current Health in Mana.

Plague Carrier
* Range: 750
* Mana Cost: 200/350/500
* Cooldown: 120/100/80 seconds
- Target an enemy unit to apply a 0.1 second Stun and send a Plague Carrier at them, which deals 280/370/460 Magic Damage and bounces 10 times between nearby enemies.
- Plague Carrier will instantly kill creeps.

Pollywog Priest
* Strength: 21 + 2.0 per level
* Agility: 16 + 1.2 per level
* Intelligence: 22 + 3.0 per level (Primary)
* Movement Speed: 280
* Attack Range: 500
* Starting Attack Damage: 44-50
* Starting Armor: 2.6

Electric Jolt
* Range: 600
* Starting Radius: 200
* End Radius: 300
* Mana Cost: 100/120/140/160
* Cooldown: 8 seconds
- Target an enemy unit to deal 140/200/260/320 Magic Damage to it and up to 0/2/4/6 enemies in a 780 unit line.

Tongue Tied
* Range: 500
* Mana Cost: 140/150/160/170
* Cooldown: 10 seconds
- Target an enemy unit to channel for 2.75/3.5/4.25/5 seconds. During the channel, the target is fully disabled and takes up to a total of 120/200/280/360 Magic Damage over the duration.

Camouflage
* Cooldown: 20/15/10/5 seconds.
- Activate to instantly become still and invisible, leaving a Lily Pad at your location.
- Invisibility is broken if you move or attack. It is also broken if the Lily Pad is attacked 2 times.
- Cooldown of this ability begins when invisibility is broken.

Voodoo Wards
* Range: 550
* Mana Cost: 200/350/500
* Cooldown: 120 seconds
- Target a location to summon 10 controllable Voodoo Wards at that position. The wards will attack nearby enemies, dealing 40/70/100 Physical Damage per attack, and die from 2 attacks.



Predator
* Strength: 18 + 1.8 per level
* Agility: 22 + 3.3 per level (Primary)
* Intelligence: 15 + 1.5 per level
* Movement Speed: 310
* Attack Range: Melee
* Starting Attack Damage: 52-62
* Starting Armor: 2.8

Venomous Leap
* Range: 650
* Mana Cost: 90/100/110/120
* Cooldown: 24/20/16/12 seconds
- Target an enemy unit to leap to it, dealing 75/125/175/225 Magic Damage and inflicting a tapering 70% Movement Speed Slow for 6 seconds.

Stone Hide
* Mana Cost: 75
* Cooldown: 14 seconds
- Activate to dispel Stuns and Debuffs, and grant yourself Magic Immunity and 3/6/9/12 Armor for 5 seconds.

Carnivorous
- Every attack made by Predator increases his chance to Critically Strike the target for 1.2/1.4/1.6/1.8x by 8%. The Critical Chance resets after 3 seconds of not attacking.

Terror
- Attacking the same target 4/3/2 times (once for non-hero units) inflicts Terror on the target, applying a 15/30/45% Movement Speed Slow for 8 seconds.
- When Predator attacks a target affected by Terror, he receives 30/60/90 Attack Speed and 30% Lifesteal for 3.5 seconds.

Prophet
* Strength: 22 + 2 per level
* Agility: 12 + 1.2 per level
* Intelligence: 27 + 2.5 per level (Primary)
* Movement Speed: 300
* Attack Range: 600
* Starting Attack Damage: 49-57
* Starting Armor: 2.8

Debilitate
* Range: 600
* Mana Cost: 70/80/90/100
* Cooldown: 10 seconds
- Target an enemy to deal 80/140/200/260 Magic Damage and apply Debilitate for 4 seconds.
- Enemies under the effect of Debilitate take bonus 5/10/15/20% Damage from all sources.

Decelerate
* Range: 600
* Mana Cost: 60
* Cooldown: 10 seconds
- Target an enemy unit to deal 50/75/100/125 Magic Damage and apply a 25/30/35/40% Movement Speed Slow to them for 4 seconds.

Shared Fate
* Radius: 600
- Passively replicates Debilitate and Decelerate onto the nearest 1/2/3/4 enemies within radius of the target, prioritizing enemy heroes.

Raven Form
* Mana Cost: 150
* Cooldown: 100/80/60 seconds
- Activate to morph into a large Raven for 30/45/60 seconds, gaining Flight, 15% Movement Speed, 2000/2100/2200 Clearvision and reducing the cooldown of your other spells by 400%.
- Attacking or casting spells in this form will lower the duration to 12 seconds if it is currently above 12 seconds.


Pyromancer
* Strength: 18 + 1.5 per level
* Agility: 16 + 1.5 per level
* Intelligence: 24 + 3.2 per level (Primary)
* Movement Speed: 295
* Attack Range: 600
* Starting Attack Damage: 43-49
* Starting Armor: 1.5

Phoenix Wave
* Range: 800
* Radius: 275
* Mana Cost: 100/115/130/145
* Cooldown: 9 seconds

-
Target a position to shoot out a wave of fire in that direction which deals 100/170/240/310 Magic Damage to enemies it passes through.

Dragonfire
* Range: 625
* Radius: 225
* Mana Cost: 100/110/120/130
* Cooldown: 8 seconds

-
Target a position to deal 80/120/160/200 Magic Damage and apply a 1.6/1.9/2.2/2.5 second Stun to enemies in the radius.

Fervor
- Passively grants 10/20/30/40 Cast Speed.
- On spell cast, grants 20/40/60/80 Attack Speed and 5% Movement Speed for 10 seconds.
* Each stack gained is timed

Blazing Strike
* Range: 1000/1400/1800
* Radius: 100
* Mana Cost: 280/420/680
* Cooldown: 100/80/60 seconds
- Target a location to pitch a scorching fireball and heat wave.
- The fireball deals 500/700/900 Magic Damage to the first enemy hero it contacts, while the heat wave deals 3x the damage to enemy non-hero units and instantly destroys enemy illusions.


Rally
* Strength: 25 + 2.5 per level (Primary)
* Agility: 15 + 1.2 per level
* Intelligence: 18 + 2.0 per level
* Movement Speed: 295
* Attack Range: Melee
* Starting Attack Damage: 51-56
* Starting Armor: 3.6

Compel
* Range: 800
* Mana Cost: 100/110/120/130
* Cooldown: 14 seconds
- Leaps to the target enemy hero, dealing 70/130/190/250 Physical Damage and applying a 60% Movement Speed Slow for 2 seconds.


Balance of Power
* Radius: 800
* Mana Cost: 15
* Cooldown: 2 seconds
- Toggle between auras with a 2 second delay:
- Offensive Force: Grants Rally and nearby allies a 10/20/30/40% chance to critically strike for 1.5x damage.
- Defensive Might: Grants Rally and nearby allies 2/3/4/5% of missing out of combat HP and Mana regeneration.


Battle Experience
- Passively adds 10/20/30/40 Attack Damage and causes Rally's attacks and abilities to ignore 20/40/60/80% of target enemies' Armor.


Rally To Me!
* Radius: 800
* Mana Cost: 125/200/275
* Cooldown: 100/80/60 seconds
* Cast action time: 1 second
- Deals up to 300/400/500 Physical Damage to enemies within range based on how close they are to you, dealing full damage to enemies within a 200 radius and close to no damage to enemies at the edge.
* Refunds half the cooldown and mana cost if this hits no enemy units.
- Also applies a tapering 40/60/80% Movement Speed Slow to enemies for 2 seconds.
- Leaves a Rallying Flag at your location upon use for up to 60 seconds. Allies can left-click the Rally Flag icon on the right side of your screen to teleport to it after a 3 second channel. This effect has a 10 second cooldown.
- Also grants allies within range 6/8/10 armor for the duration.
- The main flag provides 500 clearvision and dies in 4/6/8 hits. Grants enemies 50 gold when killed.
Rampage
* Strength: 23 + 2.2 per level (Primary)
* Agility: 17 + 1.7 per level
* Intelligence: 15 + 1.8 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 45-55
* Starting Armor: 3.5

Stampede
* Range: 9999
* Mana Cost: 100
* Cooldown: 30/26/22/18 seconds

- Target an enemy unit to charge towards it, gaining omni-walking & vision of the enemy. When close, you will pounce on the target, dealing 80/120/160/200 Physical Damage and tossing them behind you.
- Enemy heroes in your way will have Horned Strike applied to them.

Tough Hide
- Passively gains a shield as Rampage moves that blocks post-mitigation damage. Gains 2/4/6/8 HP per 100 distance traveled, up to a max of 60/120/180/240 at 3000 distance.

Horned Strike
* Cooldown: 6 seconds
- When available, passively grants your next attack 60/80/100/120 bonus Physical Damage and applies a 50% Movement Speed Slow for 1/1.5/2/2.5 seconds to the target.

Greater Rhino
* Range: 700
* Mana Cost: 130/150/170
* Cooldown: 80/70/60 seconds

-
Target an enemy unit to spear them with a giant horn after a 1 second delay, dealing 200/300/400 Physical Damage and a 1 second Stun, throwing the target back towards Rampage.


Ravenor
* Strength: 17 + 1.5 per level
* Agility: 23 + 3.0 per level (Primary)
* Intelligence: 21 + 2.0 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 48-56
* Starting Armor: 4.0

Ball Lightning
* Range: 1400
* Mana Cost: 110
* Cooldown: 16/14/12/10 seconds
- Target a location to throw an electrical ball in that direction. The first enemy hero hit by the ball is dealt 50/90/130/160 Magic Damage and Stunned for 0.2 seconds.
- Ravenor may activate this ability again and teleport to the target, applying another 0.2 second Stun and dealing 50/90/130/160 Magic Damage to nearby enemies, followed by a 40% Movement Speed Slow for 3 seconds. Debuff lasts for 4 seconds or until the enemy moves more than 3000 units away.

Storm Blades
* Radius: 300
* Mana Cost: 100
* Cooldown: 10 seconds
- Activate to apply Storm Blades to yourself for 4 seconds, granting you 30/60/90/120 Attack Speed and causing your attacks to deal Superior Magic Damage equal to your Attack Damage to targets within radius around your attacking target.

Demonic Current
* Radius: 900

-
Passively grants ally heroes within radius 10/15/20/25% Magic Lifesteal.
- Magic Damage-over-Time (DoT) only grants 10% Lifesteal

Power Overwhelming
- Passively converts your Attack Damage to Superior Magic and grants 8 charges when dealing ability damage or autoattack damage to an enemy hero.
- Grants a bonus 0.5/1/1.5 Movement Speed per charge.
- Grants an additional 1/1.5/2 Superior Magic Damage to your autoattacks.
- Maximum of 80/140/200 charges, does not work on bosses. Charges decay at a rate of 10 per second after not gaining charges for 10 seconds.
- Toggle to enable/disable this skill.


Rhapsody
* Strength: 20 + 1.6 per level
* Agility: 20 + 1.5 per level
* Intelligence: 30 + 2.5 per level (Primary)
* Movement Speed: 290
* Attack Range: 600
* Starting Attack Damage: 52-56
* Starting Armor: 3.0

Musical Blast
* Range: 2000
* Radius: 250/400 (Min/Max)
* Mana Cost: 100/110/120/130
* Cooldown: 15 seconds
- Target a location to send out a Note which travels at 750 speed in the that direction. The note starts out at a 250 radius and grows by 60 radius each second that it travels.
- Upon second activation or reaching the destination, the note stops and explodes after a 1 second delay, dealing 100/160/220/280 Magic Damage to enemies in the area and Immobilizing them for up to 3.5 seconds, based on distance travelled, with a minimum duration of 1.5 seconds.
- The note grants 800 Clearvision at the final destination before it explodes.
- Enemies cannot see the note.

Divine Melody
* Range: 800
* Mana Cost: 80
* Cooldown: 30/26/22/18 seconds

-
Target an ally (or self) to grant them 100% Slow Resistance and a 125/200/275/350 Post-Mitigation Shield for 6 seconds.

Move to the Rhythm
* Radius: 900

-
Passively grants 10/20/30/40 Movement Speed to ally heroes within radius.
- Rhapsody gains 15/30/45/60 Movement Speed instead.

Dance Floor
* Radius: 1200
* Mana Cost: 125
* Cooldown: 120/100/80 seconds
- Activate to create a Dance Floor below you for 6 seconds, healing allies and dealing Magic Damage to enemies equal to 100/175/250 when spawned.
- Allies on the dance floor receive a 60/90/120 Heal per second (0.3x if not moving), while enemies receive 60/90/120 Magic Damage per second (0.3x if moving).

Sand Wraith
* Strength: 21+ 2.0 per level
* Agility: 29 + 3.0 per level (Primary)
* Intelligence: 21 + 2.0 per level
* Movement Speed: 285
* Attack Range: Melee
* Starting Attack Damage: 55-59
* Starting Armor: 4.5

Desert's Curse
* Range: 2000
* Radius: 150
* Mana Cost: 120
* Cooldown: 16 seconds

-
Target a location or unit to shoot a line of Sand dealing 50/100/150/200 Magic Damage to anyone hit. Enemies that are hit or walk through the Sand receive a 12/16/20/24% Movement Speed Slow.
- While on Sand or for 3 seconds after leaving Sand, you may walk across any terrain. Causes nearby owned illusions to gain Haste & attack the enemy targeted by this ability.

Sand Stalkers
* Mana Cost: 15/25/35/45
* Cooldown: 30 seconds
- Activate to dissolve into sand for 0.2 seconds, disjointing projectiles and become invulnerable.
- Upon returning, spawns 2 Sand Stalkers next to you for 20 seconds. Sand Stalkers are illusions which deal 25/30/35/40% of your damage and take an increased 400/350/300/250% damage.

Enkindle
- Passively grants a bonus 15/30/45/60 Attack Speed to Sand Wraith and all illusions under his control.

Mirage
* Mana Cost: 150
* Cooldown: 130/120/110 seconds
- Activate to spawn an illusion of yourself next to all enemy heroes on the map. Illusions last for 4/5/6 seconds.
- You may activate this spell again and target a location to teleport to your nearest illusion, taking its place.


Scout
* Strength: 17 + 2.0 per level
* Agility: 21 + 3.0 per level (Primary)
* Intelligence: 19 + 2.0 per level
* Movement Speed: 315
* Attack Range: Melee
* Starting Attack Damage: 45-59
* Starting Armor: 3.5

Scout Em
* Mana Cost: 10
* Cooldown: 12/10/8/6 seconds
- Toggle to enter Stealth Mode until toggled off, you run out of mana, or you attack or cast Marksman Shot.
- Stealth Mode grants you Invisibility with a 1-second fade time and 10/15/20/25% Movement Speed, but drains 5 Mana per second.
- When Stealth ends, you gain 75/150/225/300 Attack Speed for 4 attacks or up to 5 seconds.

Electric Eye
* Range: 100
* Radius: 275
* Mana Cost: 50
* Cooldown: 30 seconds
- Target a location to place an Electric Eye. Electric Eyes are Revealed to nearby enemies.
- Activate the sub-ability to detonate the nearest Eye, applying a 20/30/40/50% Movement Speed Slow and Perplex for 3 seconds.
- May be placed while in stealth and up to 1/2/3/4 Eyes may be placed.

Lacerate
- Each attack applies Lacerate for 12 seconds. When Scout attacks a target with Lacerate, he deals a stacking 10/15/20/25 Physical Damage to the target.

Route Em
* Range: 2000
* Mana Cost: 125/175/225
* Cooldown: 100/80/60 seconds

- Target a line to channel for 0.7 seconds, then fires a crossbow bolt at your mouse cursor that hits the first enemy hero on its path, dealing Magic Damage equal to 250/300/350 + 10% of Scout's Base Damage per charge of Lacerate on the target.


Solstice
* Strength: 23 + 2.5 per level (Primary)
* Agility: 18 + 1.8 per level
* Intelligence: 13 + 1.6 per level
* Movement Speed: 300
* Attack Range: Melee
* Starting Attack Damage: 53-57
* Starting Armor: 2.7

Blinding Rush
* Range: 900/1000/1100/1200
* Mana Cost: 105/110/115/120
* Cooldown: 14 seconds
Day Mode: Blinding Dash
- Target an enemy to charge at it, granting 350 Movement Speed and 4/8/12/16 Armor.
- Upon reaching the target, deals 60/120/180/240 Magic Damage^* and applies a 1.5 second Stun.

Night Mode: Shadow Dash
- Target an enemy to charge at it granting 350 Movement Speed, invisibility and 150/200/250/300 Attack Speed.
- Upon reaching the target, deals 50/100/150/200 Magic Damage and applies a 35% Movement Speed Slow for 3 seconds.

Shining Rays
* Radius: 600
* Mana Cost: 60
* Cooldown: 30/25/20/15 seconds
Day Mode: Illuminate
- Applies Illuminate to self for 8 seconds. Illuminate: 15/30/45/60 Magic Damage per second to enemies within 600 range, 600 Clearvision.

Night Mode: Shining Rays
- Target an area to grant vision of enemies for 8 seconds. Grants you a bonus 20/30/40/50 Attack Damage and 15/30/45/60 Movement Speed for 8 seconds.

Graceful Strikes
Day Mode: Solar Slash
- Passively adds to your 3rd attack 50/70/90/110 Physical Damage Cleave in a 250 radius & 180-degree arc, and 20/30/40/50% Lifesteal. Bonus damage deals 150% more to creeps.

Night Mode: Crescent Strike
- Passively adds to your 3rd attack 60/90/120/150 Physical Damage and 20/30/40/50% Lifesteal.

Pure Light
* Range: 1400
* Mana Cost: 150/200/250
* Cooldown: 100/90/80 seconds
- Activate to begin channeling for up to 3 seconds increasing damage and distance, activate again to release early. Deals up to 400/600/800 Magic Damage in a cone up to 1300 units away.

Day Mode: Breath of Sol
- Applies a 20/30/40% Blind for 4 seconds.

Night Mode: Lunar Judgment
- Applies a 60% Tapering Movement Speed Slow for 6 seconds.

Soulstealer
* Strength: 15 + 2.3 per level
* Agility: 20 + 2.9 per level (Primary)
* Intelligence: 18 + 2.0 per level
* Movement Speed: 310
* Attack Range: 500
* Starting Attack Damage: 33-41
* Starting Armor: 2.0

Demon Hand
* Range: 250, 450 and 700
* Radius: 250
* Mana Cost: 90
* Cooldown: 10 seconds

-
Activate to deal 100/175/250/325 Magic Damage to each target in an area in front of you.
- Upon learning Demon Hand, Soulstealer learns three separate versions of Demon Hand, each dealing damage a certain distance (250 ,450 and 700 units) away from Soulstealer. These abilities do not share cooldown.

Soulsteal
- Passively grants you a Soul when you kill a unit, up to a maximum of 10/20/30/40 Souls. Each Soul adds 2 Attack Damage. Hero kills grant 4/6/8/10 charges to Soulsteal.
- Dying will cause you to lose half of your Souls.

Dread
- Passively applies -3/4/5/6 Armor to enemies within 900 radius.

Soul Burst
* Radius: 1000
* Mana Cost: 150/175/200
* Cooldown: 140/120/100 seconds
- Activate to cast for 1.4 seconds and then deal up to 150/225/300 + 15/22.5/30 Magic Damage per Soul you possess to enemies within 100 range. Damage greatly decreases the farther away enemies are.
- Applies -50% Movement Speed and Attack Speed to all enemies hit for 5 seconds.

Succubus
* Strength: 22 + 1.6 per level
* Agility: 18 + 2.0 per level
* Intelligence: 25 + 2.5 per level (Primary)
* Movement Speed: 310
* Attack Range: 400
* Starting Attack Damage: 58-64
* Starting Armor: 2.7

Heartache
* Range: 625
* Mana Cost: 140/160/180/200
* Cooldown: 14/13/12/11 seconds

-
Target an enemy unit to deal 90/160/230/300 True Damage and heal yourself for the same amount.

Mesmerize
* Range: 500/575/650/725
* Mana Cost: 135
* Cooldown: 15/14/13/12 seconds
- Target a unit to apply a 4/5/6/7 second Sleep, dealing 20 True Damage per second. Direct damage will remove the Sleep and if attacked, the Sleep is transferred to the attacker.
- The target is invulnerable for the first second of the Sleep state. Succubus' units are not affected by Mesmerize and won't wake the target up when damaging them.

Smitten
* Mana Cost: 60/80/100/120
* Cooldown: 20 seconds

-
Activate to grant yourself 30/40/50/60% Physical Damage Reduction for 5 seconds.

Cursed Embrace
* Range: 625
* Mana Cost: 200/300/400
* Cooldown: 100/85/70 seconds

- Target an enemy unit to channel on them for up to 5 seconds, applying a Stun and dealing 100/160/220 Magic Damage per second. Restores up to 25% of your Mana over the duration.


Tempest
* Strength: 17 + 2.4 per level
* Agility: 14 + 1.0 per level
* Intelligence: 20 + 3.0 per level (Primary)
* Movement Speed: 300
* Attack Range: 600
* Starting Attack Damage: 42-48
* Starting Armor: 4.2

Glacial Blasts
* Range: 600
* Mana Cost: 110/130/150/160
* Cooldown: 15 seconds
- Target an enemy unit to instantly blast it with ice. On each impact, deals 30/50/70/90 Magic Damage to target and applies a 0.25/0.5/0.75/1 second Stun. Impacts a maximum of 3 times.
- Each impact occurs in 2 second intervals.

Elemental
* Range: 700
* Mana Cost: 180
* Cooldown: 35 seconds
- Target a creep unit to kill it and spawn 3 Elementals that last for 35 seconds. Elementals have 200/225/225/275 Health, 2/3/4/5 Armor, 17 Magic Armor, 600 Attack Range, deal 18/24/30/36 Physical Damage with each attack and have 260/280/300/320 Movement Speed.
- After 6 attacks, Elementals replicate themselves, spawning a new Elemental with the same remaining life time.
- Level 1 of this ability cannot target allied units.
- Upon being summoned, Elementals will automatically follow you around and assist you.

Meteor
* Range: 1500
* Radius: 400
* Mana Cost: 95/110/125/140
* Cooldown: 40/35/30/25 seconds
- Target an area to travel to the location and spawn a Meteor.
- The Meteor's flames last 8 seconds and deals 2/3/4/5% of the enemy's Max Health as True Damage per second.

Elemental Void
* Range: 275
* Radius: 420
* Mana Cost: 275/325/375
* Cooldown: 180/160/140 seconds

-
Target a location to channel an Elemental Void in the area for up to 4 seconds. Enemies who are in the Void are Stunned, pulled towards the center, and take up to 200/400/600 Magic Damage.


Thunderbringer
* Strength: 15 + 2.0 per level
* Agility: 10 + 1.0 per level
* Intelligence: 30 + 3.5 per level (Primary)
* Movement Speed: 300
* Attack Range: 450
* Starting Attack Damage: 43-51
* Starting Armor: 1.8

Chain Lightning
* Range: 900
* Mana Cost: 65/70/75/80
* Cooldown: 1.5 seconds

-
Target an enemy unit to zap it with lightning. The lightning then bounces between the closest 3/5/7/9 targets, dealing 85/100/115/130 Magic Damage to each.

Blast of Lightning
* Range 800
* Mana Cost: 75/95/115/135
* Cooldown: 6 seconds

-
Target an enemy to blast it with lightning. Deals 100/175/275/350 Magic Damage and applies a 100% Movement Speed Slow for 0.75 seconds.
- Also grants 1000/700 Day/Night Clearvision around the target location for 5 seconds.

Lightning Rod
- Any time you deal non-DoT Magic Damage to an enemy, they will take 3/6/9/12% of their current Health as bonus damage.

Never Strikes Twice
* Range: Global
* Radius: 300
* Mana Cost: 225/325/425
* Cooldown: 90 seconds
- Activate to deal an initial 20/30/40 Magic Damage to enemies within 900 range of the target location. Afterwards, deals 300/500/700 Magic Damage split evenly between enemy heroes in the target area after a 1 second delay.

Torturer
* Strength: 18 + 1.5 per level
* Agility: 20 + 1.0 per level
* Intelligence: 26 + 3.0 per level (Primary)
* Movement Speed: 295
* Attack Range: 600
* Starting Attack Damage: 41-45
* Starting Armor: 3.0

Chain Reaction
* Range: 750
* Radius: 150/175/200/225
* Mana Cost: 100/120/140/160
* Cooldown: 8 seconds
- Target a location to deal 120/180/240/300 Physical Damage and a 1.25/1.5/1.75/2 second Stun in the area.
* Stun effect type is Magic.

Agonizing Bonds
* Range: 800
* Mana Cost: 90/100/110/120
* Cooldown: 4 seconds
- Target an enemy unit to deal 50/100/150/200 Physical Damage to it and the nearest 3/4/5/6 enemies.
- All units hit receive a 75% Movement Speed Slow for 1 second.
* Slow effect type is Magic.

Binding Chains
- Passively attaches a chain to your target for every 3rd source of non-DoT ability or attack damage instance you deal against heroes.
- Chains heal Torturer for 10/20/30/40 Health per second and have a break range of 1000 radius.

Torment
* Radius: 500
* Mana Cost: 60/80/100

-
Toggle on to deal 80/120/160 Physical Damage per second to all enemies in an area around you.
- Grants 50 Movement Speed while active.
- Drains 30 Mana per second until toggled off.


Valkyrie
* Strength: 17 + 2.0 per level
* Agility: 16 + 3.5 per level (Primary)
* Intelligence: 16 + 1.8 per level
* Movement Speed: 295
* Attack Range: 630
* Starting Attack Damage: 39-50
* Starting Armor: 2.2

Call of the Valkyrie
* Radius: 650
* Secondary Radius: 425
* Mana Cost: 90/110/130/150
* Cooldown: 12 seconds
- Activate to deal 75/150/225/300 Magic Damage in an area around self.
- Deals an additional 50/100/150/200 Magic Damage to the closest target next to you.

Javelin of Light
* Range: 3000
* Mana Cost: 100
* Cooldown: 17 seconds

-
Target a location to throw a Javelin in that direction.
- The first enemy hero hit by the Javelin is dealt 50/140/230/320 Magic Damage and Stunned for up to 5 seconds depending on how long the Javelin has traveled before impact.
- Also deals up to an additional 140 Magic Damage based on how far the Javelin has traveled.

Courageous Leap
* Range: 550
* Mana Cost: 40
- Stores up to 2 charges. Regains a charge after 60/50/40/30 seconds.
- Activate to leap forward 550 units. Upon landing, grants 25/50/75/100 Attack Speed and 8/16/24/32% Movement Speed to self for 2 seconds.
* Duration stacks if used in succession.

Prism
* Radius: 900
* Mana Cost: 100
* Cooldown: 100/90/80 seconds

-
Activate to apply Prism to ally heroes within radius for 15 seconds.
- Prism grants Stealth and 50 Movement Speed. When you break Prism by attacking out of it, you deal 100/150/200 Magic Damage to your target.


Voodoo Jester
* Strength: 16 + 2.0 per level
* Agility: 13 + 1.2 per level
* Intelligence: 24 + 3.0 per level (Primary)
* Movement Speed: 305
* Attack Range: 600
* Starting Attack Damage: 51-61
* Starting Armor: 2.5

Acid Cocktail
* Range: 600
* Radius: 400
* Mana Cost: 110/120/130/140
* Cooldown: 20/18/16/14 seconds
- Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2/4/6/8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.
- Creeps are stunned for 5 seconds and take 75/100/125/150 Magic Damage.

Mojo
* Range: 500
* Mana Cost: 80/100/120/140
* Cooldown: 20/17/14/11 seconds

-
Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.
- Good Mojo heals the target for 15/25/35/45 Health per second, while Bad Mojo deals 15/25/35/45 Magic Damage per second.

Cursed Ground
* Range: 575
* Radius: 180
* Mana Cost: 105/110/115/120
* Cooldown: 20 seconds
- Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.
- Every 4 seconds Cursed targets take 16/24/32/40% of Health lost in Magic Damage since Cursed was applied. Also takes 7/14/21/28 Magic Damage per second while active.

Spirit Ward
* Range: 600
* Mana Cost: 200
* Cooldown: 80 seconds
- Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward has 60/100/140 Attack Damage, and attacks the nearest enemy hero once every 0.3 seconds. The Spirit Ward's attack bounces to 0/0/1 additional target(s).
Witch Slayer
* Strength: 16 + 2.0 per level
* Agility: 15 + 1.5 per level
* Intelligence: 20 + 3.0 per level (Primary)
* Movement Speed: 290
* Attack Range: 600
* Starting Attack Damage: 47-53
* Starting Armor: 1.7

Graveyard
* Range: 500
* Mana Cost: 85/100/115/130
* Cooldown: 12 seconds
- Target a location or unit to deal 80/140/200/260 Magic Damage in a line and apply a 1.4/1.8/2.2/2.6 second Stun.

Miniaturization
* Range: 500
* Mana Cost: 90/100/110/120
* Cooldown: 30/24/18/12 seconds

-
Target a unit to debuff it for 2.5/3/3.5/4 seconds, causing it to move slower and be unable to attack, cast spells, or use items. Instantly kills enemy illusions and dispels stealth.

Mana Burn
* Range: 600
* Mana Cost: 100/110/120/130
* Cooldown: 25/20/15/10 seconds
- Target an enemy hero to burn Mana from them equal to 3.5/4/4.5/5x their Intelligence, and deal 50% of the burned Mana as Magic Damage.

Silver Bullet
* Range: 900
* Mana Cost: 200/425/650
* Cooldown: 160/100/40 seconds
- Target an enemy unit to shoot it with a Silver Bullet, dealing 600/725/850 Magic Damage.


Wretched Hag
* Strength: 16 + 2.0 per level
* Agility: 18 + 2.7 per level
* Intelligence: 24 + 2.5 per level (Primary)
* Movement Speed: 300
* Attack Range: 550
* Starting Attack Damage: 45-53
* Starting Armor: 2

Haunt
* Range: 500
* Mana Cost: 80/100/120/140
* Cooldown: 16/13/10/7 seconds
- Target an enemy unit to deal 60 Magic Damage, apply a 25% Movement Speed Slow, and deal 10/25/40/55 Magic Damage per second for 5 seconds.
- Wretched Hag gains 15/30/45/60 Attack Speed when attacking an enemy affected by Haunt.

Flash of Darkness
* Range: 1300
* Mana Cost: 60
* Cooldown: 15/12/9/6 seconds

-
Target a location to teleport to that position.

Sonar Scream
* Radius: 500
* Mana Cost: 110/120/130/140
* Cooldown: 7 seconds
- Activate to instantly deal 75/150/225/300 Magic Damage in an area around yourself.

Bat Blast
* Range: 900
* Starting Radius: 300
* End Radius: 300
* Mana Cost: 250/360/500
* Cooldown: 135/125/115 seconds
- Target a unit or location to deal 300/400/500 True Damage in a cone. Applies the current level of Haunt to anyone hit.


== Item Pool (PBT) ==

+ The item pool has been revamped to give each item more of a unique purpose in the game, and to allow each class of heroes to have similar options when countering particular strategies or problematic heroes on the opposing team. Certain items' price points have been adjusted to facilitate buying items for this purpose.

+ Due to major differences between the item pool in PBT and retail, the Guides page has been temporarily disabled for PBT until further notice. This encourages players to try out new items instead of picking up the same items they did before, simply because some items may have received a significant change in their effects or their components in the item recipe.


= Most Notable Changes (PBT Only) =

Portal Key (Removed)
- Portal Key is no longer in the item pool, as it caused a fundamental problem with heroes who depend on it to be massively successful in the game due to its incredible range and instant teleportation, not allowing for much counterplay or reaction time. It also created a design problem for heroes with skillshots, enabling them to blink onto a target and unleash all of their spells at once, even if they were designed to be used from afar, making initiation & approaches to situations one-dimensional.
- A few heroes who were dependent on Portal Key to initiate have had mobility tools added to their kit.


Tablet of Command (Changed)
- As a compromise, Tablet of Command received a slight mechanical change that allows the user to target a location and travel there (in addition to its ally pushing mechanics). It is slightly slower (non-instant) and has a lower cast range than Portal Key, but it has a better buildup and still be used as a supportive tool to save allies.


Shrunken Head (Changed)
- Shrunken Head's main purpose is to prevent Crowd Control on yourself (primarily for carries) so that you can cast your spells, attack heroes, and fulfill your purpose in a teamfight. However, it had a design issue where it rendered most of the cast obsolete, since the target cannot receive any Magic Damage while under its effects.
- By changing Shrunken Head's mechanics to primarily provide Crowd Control Immunity and limiting the amount of Magic Damage it can reduce, Shrunken Head's price point can be lowered so that carries can participate in teamfights & ganks sooner.
- Shrunken Head provides tapering Magic Armor when activated, allowing enemy heroes to still be able to deal Magic Damage to them (and more Magic Damage once the effect starts to taper off more).


Tome of Elements (New)
- Tome of Elements grants underleveled heroes on your team (typically Support heroes) a burst of Experience, allowing them to quickly catch up to the game's tempo, rather than becoming underleveled throughout the entire game.
* Tome of Elements has little to no benefits for carry or ganker class heroes if they are close to/above their team's average Experience, as the item adds bonus Experience based on the difference between your Experience and your team's average Experience if your Experience is the lower value.


= Evasion/True Strike related changes (PBT Only) =
Snake Bracelet (Removed)
- This item was not valued much for its Evasion and had limited buildup paths. The addition of Evasion into too many items was not desired because it would have added excessive ubiquitous utility to multiple items.
- Evasion and Miss Chance is now primarily implemented into the kit of a few heroes.

Halberd (Changed)
- As a countermeasure to the addition of Evasion to multiple heroes, Halberd is now a cheap item to partially counter Evasion, as well as building up into Savage Mace for a harder counter against Evasion.

= New Items (PBT Only) =

Arcane Bomb (New)
- Arcane Bomb is an early game pickup to deal with enemy illusions and player-controlled non-hero units.
- Enemy illusions have a problem of cluttering the screen and making single-target spells & autoattacks much more cumbersome to execute. Arcane Bomb facilitates eliminating this clutter in a pinch.



Armor of the Mad Mage (New)
- Armor of the Mad Mage is an item for heroes that wish to pick up Armor, while simultaneously increasing the effectiveness of Magic Damage for themselves and their allies.



Dreamcatcher (New)
- Dreamcatcher is an upgrade to Soultrap, and is used to increase the target's amount of Healing received and reduce an enemy's amount of Healing received.



Faux Bow (New)
- Faux Bow increases the Attack Range of Ranged Heroes and allows them to have a method of finishing off fleeing targets that escape their Attack Range.



Midnight Morning Star (New)
- Midnight Morning Star provides heroes bonus Strength and a Disarm effect, which allows them to counter autoattack-oriented carries.


Spectral Owl (New)
- Spectral Owl summons a bird to allow for mobile vision & scouting, as well as facilitating counterwarding by granting vision uphill of your Ward of Revelation.



Staff of the Goddess (New)
- Staff of the Goddess provides extra Intelligence and survivability via its self-purge effect for heroes who depend on momentum within a teamfight to continuously excel at their role.


Ultor's Heavy Helm (New)
- Ultor's Heavy Helm is intended to be the analog to Barrier Idol for Physical Damage. It provides a large amount of Block to protect your team from Physical autoattacks.



Twin Blades (New)
- Twin Blades is an item that is intended for melee heroes with high Attack Damage (but low or moderate Attack Speed) to maximize their upfront burst potential.



Wind Whistle (New)
- Wind Whistle was introduced to allow for cheaper sources of Movement Speed for support/caster-oriented heroes since it has poor slot efficiency & only builds up into items that generally favour these classes of heroes.


= Other items that were significantly changed (PBT Only) =
Behemoth's Heart (Changed)
- Behemoth's Heart and Mock of Brilliance's damage aura have been combined into 1 item, allowing heroes who want to be in the frontlines to constantly be a threat while simultaneously receiving a high amount of Health for survivability.


Frostfield Plate (Changed)
- Frostfield Plate has been changed to also grant Strength (and as a result, Max Health) to heroes that wish to pick up Armor, while simultaneously crippling enemy heroes that are dependent on Attack Speed.


Grave Locket (Changed)
- Grave Locket was remade to prevent your support heroes from being too underleveled throughout the game by granting them proximity experience even while they are dead, since support heroes typically have the most deaths in a game.
- Grave Locket is assembled from Orb of Zamos, making it a natural upgrade path for any support hero.


Grimoire of Power (Changed)
- Grimoire of Power has been retailored for heroes that need survivability from Magic Lifesteal, while also favouring heroes that benefit largely from Ability Cooldown Reduction.

Null Stone (Changed)
- Heroes who pick up this item now have the option to transfer the Spell Negation effect to another ally hero!


Jade Spire (Changed)
- Jade Spire is a cheap item that increases your Healing output, making it ideal for heroes who wish to maximize their team's survivability.


Kuldra's Sheepstick (Changed)
- Kuldra's Sheepstick's active effect was simply a universally improved version of Hellflower's aspect. Thus, it now builds up from Hellflower.


Plated Greaves (Changed)
- Plated Greaves was adjusted to be more oriented towards selfish survivability against Physical autoattacks, as its previous effects were negligible when used for your team or yourself.


Riftshards (Changed)
- When fully upgraded, deals a portion of the target's Max Health as bonus damage. This allows autoattack-oriented carries to deal with heroes that have a high Health pool.


Shieldbreaker (Changed)
- Shieldbreaker had a historical problem of being misunderstood as an item that counters Armor. In reality, it was picked up to increase the snowballing power of heroes that deal a high burst of Physical Damage early to mid game (due to how Armor mechanics function).
- Shieldbreaker now requires multiple autoattacks to remove a larger percentage of Armor. This minimizes its use on burst-heavy Physical Damage, as you need to attack them multiple times before Shieldbreaker's Armor shredding effects are pronounced, while also maximizing its intended purpose (to remove Armor regardless of how much your target has).


Stormspirit (Changed)

-
Stormspirit has been adjusted to only target yourself and enemies.
- Other items are designed to save allies, and thus Stormspirit was reoriented to be more of an offensive setup tool, while still retaining its defensive usage for only yourself.


Symbol of Rage (Changed)
- Symbol of Rage is now built from Elder Parasite and acts as an improved version of it in terms of the Lifesteal granted while autoattacking.



= Other Removed Items (PBT Only) =


+ The following items are removed since they had a low pickup rate, and were only used to build into mid tier items:
- Fortified Bracer
- Soulscream Ring
- Amulet of Exile
- Perpetual Cogwheel
- Voltstone

- Staff of the Master & Master's Legacy are removed for now to ensure testing stability.

- Nome's Wisdom is removed because its impact is relatively low, and the Lightbrand line and Jade Spire now fulfill the survivability/heal functionality better than Nome's Wisdom can.

- Sol's Bulwark was an all-encompassing item for pushers and snowball-oriented burst Physical Damage semi-carries early game that also upgraded into a fantastic late-game item ( Daemonic Breastplate).

- Sacrificial Stone's experience-while-dead effects are now integrated into the new Grave Locket.

- Ultor's Heavy Plate has been essentially changed into Ultor's Heavy Helm (since the new item upgrades from Helm of the Black Legion).

- Shield of the Five is removed from the game because its active effect had a low impact for most of the game.

- Spiked Bola is removed from the game because Agility heroes do not pick up this item due to a lack of survivability granted by this item.

- Mock of Brilliance's damage aura effect is now integrated into the new Behemoth's Heart.

- Bloodborne Maul is removed from the game because having Strength carry heroes becoming too prevalent basically allows them to completely replace a late-game Agility carry.

- Harkon's Blade is removed from the game because Shieldbreaker is performing its main function (to bypass large amounts of Armor).

- Whispering Helm is temporarily removed from the game since its main purpose was to dominate additional minions to use in push-oriented lineups, and to build into Symbol of Rage.
* Symbol of Rage has a new buildup, so Whispering Helm is no longer necessary for that purpose.


== Item Pool Details (PBT) ==


= Supplies (PBT Only) =
Mana Potion (50 Gold)
* Range: 100
* Restores 100 Mana over 15 seconds.


Health Potion (100 Gold)
* Range: 100
* Cooldown: 60 seconds

-
Heals 400 Health over 10 seconds. Dispels upon taking damage from non-Lane-Creeps.


Blight Stones (90 Gold)
* Range: 100
* Charges: 3

-
Heals 115 Health over 16 seconds. Cannot be dispelled.


Bottle (600 Gold)
- When activated, restores 150 Health and 150 Mana over 3 seconds. Must be filled at the Well or by picking up Runes.
- Right-click or target a Rune to store it for up to 2 minutes. Storing a major rune refills the Bottle to full, while storing a Refreshment Rune refills the Bottle to 2 charges.
* Hold down the Ctrl button to apply the effect of the content in the bottle to another ally unit.


Ward of Sight (75 Gold)
* Range: 600
* Mana Cost: 5
* Cooldown: 1 second
* Max Stock: 4
* Initial Stock: 2

-
Grants 1600 Vision for 6 minutes. Cannot be placed within 75 units of a tree.
- If the Ward lasts full duration, you are refunded 50% of its cost.


Ward of Revelation (75 Gold)
* Range: 600
* Mana Cost: 5
* Cooldown: 1 second
* Max Stock: 6
* Initial Stock: 2
- Grants 200 Vision and an 800 radius Revelation for 3 minutes. Cannot be placed within 75 units of a tree.
- If the Ward lasts full duration, you are refunded 50% of its cost.
+ Ward of Revelation's counterwarding mechanic (where it initially revealed enemy Wards uphill of where it was placed) was removed. It makes counterwarding a bit more difficult & hardcore like legacy HoN.
+ A new item (Spectral Owl) has been implemented to be a source of clearvision to facilitate revealing enemy Wards uphill.


Dust of Revelation (100 Gold)
* Radius: 1000
* Cooldown: 30 seconds
- Applies Reveal to heroes within radius for 10 seconds. Also grants 1000 Clearvision for 2 seconds.


Homecoming Stone (50 Gold)
* Range: Global
* Mana Cost: 75
* Cooldown: 65 seconds

-
When activated, teleports self to target structure and applies a stacking 3 second Disarm to the structure.
- Requires channeling for 4 seconds to Tier 1 Towers, 3.5 seconds to Tier 2 Towers, and 3 seconds to everything else.
- Destroys trees in the area. Perplex effects interrupt the channel.
Spectral Owl (300 Gold)
- Only 1 in stock.
- Passively summons a Spectral Owl to follow you around at 350 Speed and scout for you, providing 800 Clearvision. The owl is also invisible to enemies unless they come within 400 range and dies in 1 hit, granting 100 Gold.
- When the owl dies the item goes on a 120 second cooldown, plus an additional 60 seconds each time it dies (up to a max of a 300 second cooldown)
- Can be given to teammates.
- Active (target position): Send the Spectral Owl to the target location or go back to following you around if used on self.
- The owl will automatically teleport back to you when he's in follower mode and more than 2000 range away.
- The owl can be controlled manually, and also shared with and given to teammates.

+
Spectral Owl is implemented to introduce a means of mobile vision for scouting, as well as facilitating counterwarding by granting vision uphill of your Ward of Revelation.


Tome of Elements (200 Gold)
* Purchasable after the 10 minute mark.
* Initial Stock: 0
* Stock Refresh Time: 10 minutes.

-
Activate to grant you 300 Experience, plus 60% of the difference between your Experience and your team's average Experience if your Experience is the lower value.
+ Tome of Elements is intended to be picked up by underleveled heroes on your team (typically Support heroes) to quickly catch up to the game's tempo, rather than becoming underleveled throughout the entire game.

+
Tome of Elements has little to no benefits for carry or ganker class heroes if they are close to/above their team's average Experience, as the item adds bonus Experience based on the difference between your Experience and your team's average Experience if your Experience is the lower value.


Veiled Rot (100 Gold)
* Radius: 1000
* Mana Cost: 50
* Cooldown: 75 seconds
* Charges: 1
- Activate to give yourself and your nearby units invisibility and 20% Movement Speed for 30 seconds. This invisibility cannot be seen through with revelation.
- Walking within a 1000 radius of a visible enemy or tower removes the effect and disables the item.


Rejuvenation Potion (300 Gold)
* Range: 100
* Cooldown: 300 seconds

-
Heals 1000 Health and 1000 Mana over 20 seconds. Dispels upon taking damage from non-Lane-Creeps.


Orb of Zamos
- Recipe: 2x Minor Totem + Recipe (250) = 350 Gold Total
- Passively gives: +2 Strength, +2 Agility, +2 Intelligence.

- Passively synchronizes with a nearby ally hero if you stay near them for 2 seconds (500 range).
- Once done, you will stay synchronized unless you move more than 3500 range away from each other for longer than 10 seconds.
- "Synchronized" effects (which both you and your ally receive): +10 Movement Speed, +5 Attack Damage, each enemy unit killed grants 10 bonus gold and 15 bonus experience to your synchronized partner.

- You cannot synchronize with a hero which has already been synchronized with someone else.
- Item can be activated to turn the effect on/off.

- Visual effects of synchronization are randomly assigned 1 of 3 colors: Red, Green or Blue.
- Every pair of synchronized heroes is guaranteed to have a color unique to them.
* This helps you tell which hero you are synchronized with.


== Accessories (PBT Only) ==

Stats
Crushing Claws (150 Gold)
- Grants: +3 Strength


Duck Boots (150 Gold)
- Grants: +3 Agility


Mark of the Novice (150 Gold)
- Grants: +3 Intelligence


Minor Totem (50 Gold)
- Grants: +1 Strength, Agility, and Intelligence


Major Totem (550 Gold)
- Grants: +4 Strength, Agility, and Intelligence


Bolstering Armband (450 Gold)
- +6 Strength


Fleetfeet (450 Gold)
- +6 Agility


Apprentice's Robe (450 Gold)
- +6 Intelligence


Pretender's Crown (180 Gold)
- Grants: +2 Strength, Agility, and Intelligence


Blessed Orb (1500 Gold)
- +8 Strength, Agility, and Intelligence


Mighty Blade (1000 Gold)
- +10 Strength


Quickblade (1000 Gold)
- +10 Agility


Neophyte's Book (1000 Gold)
- +10 Intelligence


Luminous Prism (1500 Gold)
- +15 Intelligence


Axe of the Malphai (2500 Gold)
- +20 Strength


Dancing Blade (2500 Gold)
- +20 Agility


Acolyte's Staff (2500 Gold)
- +25 Intelligence
== Weapons (PBT Only) ==
Logger's Hatchet (200 Gold)
- Grants Melee heroes a bonus 25 Attack Damage against non-hero units.


Iron Buckler (225 Gold)
- 50% chance to block 20 Attack Damage.
- Only 10 damage is blocked for Ranged Heroes.


Punchdagger (450 Gold)
- +10 Attack Damage


Broadsword (1200 Gold)
- +20 Attack Damage


Warhammer (1600 Gold)
- +30 Attack Damage


Slayer (2000 Gold)
- +40 Attack Damage


Steamstaff (850 Gold)
- +10 Attack Damage and +10 Attack Speed


Halberd (1000 Gold)
- +10 Attack Damage
- 25% Chance for attacks to pierce Evasion

+ Halberd is now a cheap item that partially counters Evasion.
+ Halberd is intended to be picked up in a pinch if a counter to Evasion is urgently needed, and builds up into Savage Mace (its stronger counterpart against Evasion).


Guardian Ring (175 Gold)
- +2 Armor


Ringmail (550 Gold)
- +5 Armor


Helm of the Victim (900)
- +5 Armor, +3 Health Regeneration


Platemail (1200 Gold)
- +10 Armor

== Relics (PBT Only) ==
Gloves of the Swift (500 Gold)
- +15 Attack Speed


'Alacrity Band (1000 Gold)
- +30 Attack Speed


Warpcleft (1500 Gold)
- +45 Attack Speed


Hungry Spirit (1000 Gold)
- +15% Lifesteal


Wind Whistle (200 Gold)
- +20 Movement Speed
* Stacks with all other sources of Movement Speed.
+ Wind Whistle was introduced to allow for cheaper sources of Movement Speed for support/caster-oriented heroes since it has poor slot efficiency & only builds up into items that generally favour these classes of heroes.


Marchers (400 Gold)
- +50 Movement Speed


Bound Eye (600 Gold)
- Passively Reveals stealthed units within 900 radius. Can be activated to Reveal wards. Cannot be sold. Once dropped or transferred, it can no longer be picked up again by a Flying Courier.
* Cooldown: 60 seconds
- Activate to Reveal and gives sight of Wards in radius for 15 seconds. Vision of wards linger for 4 seconds.


Mystic Vestments (500 Gold)
- +5 Magic Armor


Alchemist's Bones (1800 Gold)
* Range: 600
* Initial Charges: 1
* Max Charges: 2
* Charge refresh time: 60 seconds

-
Activate to kill a target enemy creep, gaining 75 bonus Gold and 1.75x the kill Experience.

== Legendary (PBT Only) ==
Trinket of Restoration (300 Gold)
- +2 Health Regeneration


Lifetube (800 Gold)
- +6 Health Regeneration


Scarab (300 Gold)
- +50% Mana Regeneration


Manatube (800 Gold)
- +100% Mana Regeneration


Beastheart (1000 Gold)
- +250 Max Health


Pickled Brain (900 Gold)
- +250 Max Mana


Glowstone (1100 Gold)
- +175 Max Health, +175 Max Mana


== Initiation (PBT Only) ==
Arcana
- Steamstaff (850) + Apprentice's Robe (450) + Scarab (300) = 1600 Gold Total (Auto-assembles)
- Grants: +6 Intelligence, +10 Damage, +10 Attack Speed, +50% Mana Regeneration.


Blood Chalice (600 Gold)
- Recipe: Scarab (300) + Crushing Claws (150) + Mark of the Novice (150) = 600 Gold Total (Auto-assembles)
- Grants: +3 Strength, +3 Intelligence, +50% Mana Regeneration.
* Cooldown: 25 seconds
- Activate to sacrifice 200 Health for 100 Mana. If an enemy hero within 1000 radius is killed before 15 seconds after use, the user is healed back for 200 Health.


Firebrand
- Recipe: Quickblade (1000) + Fleetfeet (450) + Recipe (550) = 2000 Gold Total
- Grants: +16 Agility, +5% Movement Speed, +10 Attack Speed.



Ghost Marchers
- Marchers (400) + 2x Punchdagger (450) = 1300 Gold Total
- Grants: +20 Damage, +50 Movement Speed.
* Cooldown: 8 seconds
- Active: Grants +25% Movement Speed and Unitwalking for 3 seconds.


Grave Locket
- New Recipe: Orb of Zamos (350) + Crushing Claws (150) + Mark of the Novice (150) + Ring of Protection (175) = 825 Gold Total
- Grants: +5 Strength, +5 Agility, +5 Intelligence, +2 Armor.
- Allows you to gather Experience even while dead in a 1500 radius.
- Passively synchronizes with a nearby ally hero if you stay near them for 2 seconds (500 range).
- Once done, you will stay synchronized unless you move more than 3500 range away from each other for longer than 10 seconds.
- "Synchronized" effects (which both you and your ally receive): +10 Movement Speed, +10 Attack Damage, each enemy unit killed grants 10 bonus gold and 15 bonus experience to your synchronized partner.
- You cannot synchronize with a hero which has already been synchronized with someone else.
* This includes interactions with Orb of Zamos.
- Item can be activated to turn the effect on/off.
- Visual effects of synchronization are randomly assigned 1 of 3 colors: Red, Green or Blue.
- Every pair of synchronized heroes is guaranteed to have a color unique to them.
* This helps you tell which hero you are synchronized with.

+ Grave Locket was remade to prevent your support heroes from being too underleveled throughout the game, since support heroes typically have the most deaths in a game.
+ Grave Locket is assembled from Orb of Zamos, making it a natural upgrade path for any support hero.


Lightbrand
- Recipe: Neophyte's Book (1000) + Apprentice's Robe (450) + Recipe (550) = 2000 Gold Total
- Grants: +16 Intelligence, +3 Mana Regeneration, +15% Magic Lifesteal (5% vs. non-hero units).
+ Lightbrand and its derivatives have been changed to be useful for most heroes who pick up this item, having its niche effect be Magic Lifesteal.


Plated Greaves
- Recipe: Marchers (400) + 2x Ringmail (550) = 1500 Gold Total
- Grants: +50 Movement Speed, +10 Armor
- Passively grants +2 Armor when attacked by a hero, up to a max of a bonus 8 Armor.
+ Plated Greaves was adjusted to be more oriented towards selfish survivability against Physical autoattacks, as its previous effects were negligible when used for your team or yourself.


Post Haste
- Recipe: Striders (750) + Recipe (1900) = 2650 Gold Total
- Grants: +100 Movement Speed, +2 Health Regeneration.
- When out of combat, increases Movement Speed by 40 and Health Regeneration by 2.
- You are considered out of combat if you haven't attacked, dealt/taken damage, or been targeted by an enemy ability.
* Mana Cost: 75
* Cooldown: 60 seconds
- Active: After channeling for 3 seconds, teleports self to target allied unit or structure. Target is unable to act during the channel time. Perplex effects interrupt the channel.



Power Supply
- Recipe: 2x Minor Totem (50) + Crushing Claws / Duck Boots / Mark of the Novice (150) + Recipe (50) = 300 Gold Total
- Grants: +3 Strength, +3 Agility, +3 Intelligence.
* Cooldown: 17 seconds
- Passively gain a charge whenever an enemy ability is used within 1200 radius of you.
- Activate to restore 10 Health and 15 Mana per charge.
- Max of 15 charges.

Searing Light
- Recipe: Firebrand (2000) + Lightbrand (2000) = 4000 Gold Total (Auto-assembles)
- Grants: +16 Agility, +16 Intelligence, +20 Attack Speed, +10% Movement Speed, +4 Mana Regeneration, +20% Magic Lifesteal (8% vs. non-hero units).

Sorcery Boots
- Recipe: Marchers (400) + Ring of Sorcery (1000) = 1400 Gold Total (Auto-Assembles)
- Passively gives: +50 Movement Speed, +250 Max Mana.
- Active: Restores 150 Mana to self and nearby allies.
* Cooldown: 35 seconds
* Radius: 600

Steamboots
- Recipe: Marchers (400) + Gloves of the Swift (500) + Bolstering Armband / Fleetfeet / Apprentice's Robe (450) = 1350 Gold Total (Auto-assembles)
- Grants: +10 Strength/Agility/Intelligence, +50 Movement Speed, +20 Attack Speed.

Striders
- Recipe: Marchers (400) + Trinket of Restoration (300) + Recipe (50) = 750 Gold Total
- Grants: +50 Movement Speed, +2 Health Regeneration.
- Passively grants up to a bonus 80 Movement Speed and 2 Health Regeneration. Goes on a 6 second cooldown from combat events.
- You are considered out of combat if you haven't attacked, dealt/taken damage, or been targeted by an enemy ability.
- Bonus Movement Speed is reduced if you are within 900 units of an enemy hero, down to 0 charges at 750 units.

+
Striders was a little too powerful previously, and also frustrating to use when using an ability for mobility/non-combat purposes. Adjustments were made to alleviate these 2 points.


Sustainer
- Recipe: Lifetube (800) + Manatube (800) = 1600 Gold Total (Auto-assembles)
- Passively grants 6 Health Regeneration and 100% Mana Regeneration.


== Supportive (PBT Only) ==

Abyssal Skull
- Recipe: Hungry Spirit (1000) + Ring of the Teacher (475) + Refreshing Ornament (600) = 2075 Gold Total
- Grants: +2 Strength, +2 Agility, +2 Intelligence, +5 Attack Damage.
- Aura (900 range): Grants +15% Lifesteal to melee ally units (+10% for ranged). Stacks with other lifesteal modifiers. Also grants 0.8 Mana Regeneration, +15% Base Damage, 3 Health Regeneration and 4 Armor.
+ Abyssal Skull's lifesteal aura now functions on ally Ranged heroes as well, making this an ideal pickup for any team that is autoattack-focused.


Arcane Bomb
- Recipe: Neophyte's Book (1000) + Major Totem (550) + Recipe (250) = 1800 Gold Total
- Grants: +4 Strength, +4 Agility, +14 Intelligence
- Active: Marks the target area and causes an explosion after a 0.5 second delay. The explosion deals 100 Magic Damage to non-hero units or 900 Magic Damage if those non-hero units are player-controlled, or if those units are illusions.
- Explosion also destroys trees.
* Range: 1200
* Radius: 400
* Mana cost: 50
* Cooldown: 25 seconds
+ Arcane Bomb is an early game pickup to deal with enemy illusions and player-controlled non-hero units.
+ Enemy illusions have a problem of cluttering the screen and making single-target spells & autoattacks much more cumbersome to execute. Arcane Bomb facilitates eliminating this clutter in a pinch.


Astrolabe
- Recipe: Refreshing Ornament (600) + Ringmail (550) + Recipe (350) = 1500 Gold Total (Auto-Assembles)
- Grants: +2 Strength, +2 Agility, +2 Intelligence, +5 Armor.
- Aura (900 radius): Grants +3 Health Regeneration to nearby allies.
* Mana Cost: 100
* Cooldown: 50 seconds
* Radius: 600
- Active: Heals allies in radius for 175 Health instantly and grant them 2.5 Armor for 25 seconds. This effect can only be applied once every 25 seconds.


Dreamcatcher
- Recipe: Soultrap (700) + Beastheart (1000) + Wind Whistle (200) + Recipe (800) = 2700 Gold Total
- Grants: +5 Strength, +5 Agility, +5 Intelligence, +250 Max Health, +25 Movement Speed.
- Gains a charge when an enemy hero dies within 1000 range. Consumes a charge on use. Carries over the number of charges from Soultrap, max of 3 charges.
- Active: Target an ally to heal them for 300 over 10 seconds and increase their healing and regeneration by 50% for the duration. Dispels upon receiving hero damage.
- Target an enemy to deal 300 Magic Damage over 10 seconds and reduce their healing by 75% for the duration.
* Range: 1000
* Cooldown: 2 seconds

+
Dreamcatcher is an upgrade to Soultrap, and is used as a sustain tool that also provides healing over time in combat (does not dispel upon receiving damage).
+ Furthermore, it increases the target's amount of Healing received and reduces an enemy's Healing received.



Energizer
- Recipe: Major Totem (550) + Scarab (300) + Wind Whistle (200) + Recipe (450) = 1500 Gold Total
- Grants: +4 Strength, +4 Agility, +4 Intelligence, +20 Movement Speed, +0.75 Mana Regeneration.
* Radius: 600
* Mana Cost: 25
* Cooldown: 30 seconds
- Activate to grant 50 Movement Speed and 20 Attack Speed to allies in a 600 unit radius for 6 seconds.
- Non-hero player-controlled units gain Unitwalking.


Jade Spire
- Recipe: Manatube (800) + Major Totem (550) + Recipe (450) = 1800 Gold Total
- Grants: +4 Strength, +4 Agility, +4 Intelligence, +100% Mana Regen, +25% Healing Done.
+ Jade Spire is a cheap item that increases your Healing output, making it ideal for early game healers.

Kuldra's Sheepstick
- Recipe: Acolyte's Staff (2500) + Hellflower (3500) = 6000 Gold Total (Auto-assembles)
- Grants: +40 Intelligence, +20 Damage, +40 Attack Speed, +120% Mana Regeneration
* Range: 800
* Mana Cost: 100
* Cooldown: 30 seconds
- Active: applies Transfigured to target for 4 seconds. Instantly kills enemy illusions and dispels stealth.
* Transfigured effects: +25% Damage Taken, Silenced, Perplexed, Disarmed, Base Movement Speed set to 100, 100% Movement Speed Slow, Restrained, Negates Evasion.
- After the state expires, the target cannot be affected by Kuldra's Sheepstick again for the next 2.5 seconds.
+ Kuldra's Sheepstick's active effect was simply a universally improved version of Hellflower's aspect. Thus, it now builds up from Hellflower.



Lex Talionis
- Recipe: Ringmail (550) + Ring of the Teacher (475) + Recipe (225) = 1250 Gold Total
- Grants: +8 Armor, +5 Attack Damage.
- Aura (900 radius): Grants 1 Mana Regeneration to nearby ally player-controlled units.
- Active: Grants target ally 6 bonus Armor; or reduces the target enemy's Armor by 6 for 8 seconds. Reduces your own Armor by 6 for the duration. Dispels debuff from self if the target dies early.
* Single target, 1000 cast range, 8 second cooldown.



Puzzlebox
- Recipe: Mighty Blade (1000) + Luminous Prism (1500) + Recipe (600) = 3100/3700/4300 Gold Total (can be upgraded twice)
- Stock: 2/9 (Initial/Max). Restock Time: 10 minutes.
- Grants: +11/13/15 Strength, +18/22/26 Intelligence
* Mana Cost: 50
* Cooldown: 90 seconds

- Spawns a Puzzlebox Wizard and a Puzzlebox Mauler under your control for 35 seconds.
- Both Minions have 400/600/800 Health, 6/8/10 Armor, 11 Magic Armor, and 350/370/390 Movement Speed.
- Puzzlebox Wizard - 40/65/90 Attack Damage; 350/450/550 Attack Range; Can cast Mana Burn: Burns 125/175/225 Mana from target and deals Magic Damage equal to 100% of Mana burnt; Has an aura that grants +3/6/9% Movement Speed and 3/6/9 Attack Speed to allies.
- Puzzlebox Mauler - 25/50/75 Attack Damage, Attacks burn 25/50/75 Mana and deal Physical Damage equal to 100% of Mana burnt. Reveals enemies and wards in a 300/650/1000 radius. Deals 200/400/600 True Damage to killer.


Refreshing Ornament
- New Recipe: Trinket of Restoration (300) + Pretender's Crown (180) + Recipe (120) = 600 Gold Total
- Grants: +2 Strength, +2 Agility, +2 Intelligence.
- Aura (900 radius): +3 Health Regen for nearby allies. Can be toggled between All/Heroes-only.


Ring of Sorcery
- Recipe: Pickled Brain (900) + Recipe (100) = 1000 Gold Total
- Grants: +250 Max Mana.
- Active: Restores 150 Mana to self and nearby allies (600 radius). 45 second cooldown.


Ring of the Teacher
- Recipe: Scarab (300) + Guardian Ring (175) = 475 (Auto-assembles)
- Grants: +3 Armor, +5 Attack Damage.
- Aura (900 radius): Grants 0.8 Mana Regeneration to nearby ally player-controlled units.


Sand Scepter
- Recipe: Luminous Prism (1500) + Recipe (700) = 2200 Gold Total
- Grants: +20 Intelligence.
- Active: Shoots a projectile which dispels debuffs and grants +60% Movement Speed for 2 seconds on allies, or dispels buffs and immobilizes enemies for 2 seconds. Enemies are also Revealed and Sighted.
* Range: 700
* Mana Cost: 60
* Cooldown: 20 seconds
+ Sand Scepter provides an additional effect on allies to further reinforce its defensive use on an ally as a purge tool.


Soultrap
- Recipe: Pretender's Crown (180) + Minor Totem (50) + Recipe (470) = 700 Gold Total
- Grants: +3 Strength, +3 Agility, +3 Intelligence.
- Gains a charge when an enemy hero dies within 1000 range. Consumes a charge on use. Starts with 1 charge, max of 3 charges.
- Active: Target an ally to heal them for 400 over 10 seconds (dispels on damage taken from enemy heroes). Target an enemy to deal 200 Magic Damage over 10 seconds.
* Range: 800
* Cooldown: 5 seconds



Stormspirit
- Recipe: Apprentice's Robe (450) + Manatube (800) + Wind Whistle (200) + Recipe (500) = 2000 Gold Total
- Grants: +6 Intelligence, +40 Movement Speed (stacking), +150% Mana Regeneration.
* Range: 600
* Mana Cost: 75
* Cooldown: 22 seconds
- Active: Makes target enemy hero or self-stunned, restrained and invulnerable for 2.5 seconds. After the duration, the target is Perplexed and Restrained for another second.
- After the initial Cycloned effect expires, the target cannot be affected by Stormspirit again for the next 2.5 seconds.

+ Stormspirit has been adjusted to only target yourself and enemies.
+ Other items are designed to save allies, and thus Stormspirit was reoriented to be more of an offensive setup tool, while still retaining its defensive usage for only yourself.


Tablet of Command
- Recipe: Sustainer (1600) + Wind Whistle (200) + Recipe (700) = 2500 Gold Total
- Grants: +6 Health Regeneration, 100% Mana Regeneration, +20 Movement Speed.
* Range: 600
* Mana Cost: 25
* Cooldown: 25 seconds

- Target a position to quickly travel there.
- Target an ally hero to Push them 600 units in the direction they are facing.
* Destroys trees within 100 radius of the target while it is being pushed.

+ Portal Key is no longer in the item pool, as it caused a fundamental problem with heroes who depend on it to be massively successful in the game. It also created a design problem where heroes typically use Portal Key to blink in and unleash all their skillshots, even if they were designed to be used from afar, making initiation & approaches to situations one-dimensional.
+ Rather than keep Portal Key in the game, the majority of heroes who are dependent on Portal Key have had mobility added to their kit to emulate the function of Portal Key to a good enough extent such that they do not require it to be picked up.
+ As a compromise, Tablet of Command still retains Portal Key's general functionality. It is slightly slower (non-instant) and has a lower cast range than Portal Key, but it has a better buildup and still be used as a supportive tool to save allies.


== Protective (PBT Only) ==

Assassin's Shroud
- Recipe: Broadsword (1200) + Steamstaff (850) + Recipe (950) = 3000 Gold Total
- Grants: +30 Damage, +10 Attack Speed.
* Mana Cost: 50
* Cooldown: 20 seconds
- Active: Grants stealth with a 0.5 second fade time and +20% Movement Speed for 15 seconds. Breaking stealth deals 125 bonus Attack Damage.


Armor of the Mad Mage
- Recipe: Acolyte's Staff (2500) + Platemail (1200) + Recipe (500) = 4200 Gold Total
- Grants: +25 Intelligence, +10 Armor.
- Aura (900 range): Passively reduces the Magic Armor of nearby enemies by 4.

+ Armor of the Mad Mage is an item for Intelligence heroes that wish to pick up Armor, while simultaneously increasing the effectiveness of Magic Damage for themselves and their allies.

Barbed Armor
- Recipe: Punchdagger (450) + 2x Bolstering Armband (450) + Recipe (1050) = 2400 Gold Total
- Grants: +10 Damage, +12 Strength.
* Cooldown: 30 seconds
- Activate to return 100% of the damage taken as True Damage for 5 seconds.
Barrier Idol
- Recipe: Shaman's Headdress (1600) + Major Totem (550) + Recipe (550) = 2700 Gold Total
- Grants: +5 Strength, +5 Agility, +5 Intelligence, +8 Magic Armor, +8 Health Regeneration, 30% Debuff and Stun duration Reduction.
* Radius: 900
* Mana Cost: 50
* Cooldown: 60 seconds

- Applies Barrier to target heroes in radius for 12 seconds, granting a shield that absorbs 400 Post-Mitigation Magic Damage.
- Barrier cannot affect a unit more than once every 50 seconds.
+ Barrier Idol has been adjusted to be a stronger anti-burst tool for your team against Magic Damage, and not so much as a pushing tool.


Behemoth's Heart
- Recipe: Axe of the Malphai (2500) + 2x Beastheart (1000) = 4500 (Auto-assembles)
- Grants: +20 Strength, +500 Max Health.
- Aura: Passively deals 40 Magic Damage per second to enemies within 700 range. Deals 50% bonus damage to non-hero units.
* Aura can be turned on/off.

+ Behemoth's Heart and Mock of Brilliance's damage aura have been combined into 1 item, allowing heroes who want to be in the frontlines to constantly be a threat while simultaneously receiving a high amount of Health for survivability.


Daemonic Breastplate
- Recipe: Warpcleft (1500) + Platemail (1200) + Recipe (900) = 3600 Gold Total
- Grants: +20 Attack Speed, +5 Armor.
- Aura 1 (900 radius): +25 Attack Speed and +5 Armor on nearby allies (and self).
- Aura 2 (900 radius): -25 Attack Speed and -5 Armor on nearby enemy units and structures.


Frostfield Plate
- Recipe: Axe of the Malphai (2500) + Platemail (1200) + Recipe (500) = 4200 Gold Total
- Grants: +20 Strength, +10 Armor.
* Radius: 750
* Mana Cost: 50
* Cooldown: 30 seconds
- Activate to create an expanding ring that deals 200 Magic Damage and applies a 20% Movement Speed Slow and 50% Attack Speed Slow to enemies within radius for 4 seconds.
+ Frostfield Plate is an item for heroes that wish to pick up Armor and Strength, while simultaneously crippling enemy heroes that are dependent on Attack Speed.
+ Frostfield Plate is tailored for initiators that need an extra spell instance to keep enemies near them just a little longer, while protecting the followup by their allies from autoattacks.


Genjuro
- Assassin's Shroud (3200) + 2x Quickblade (1000) = 5200 Gold Total
- Grants +20 Agility, +35 Attack Damage, and +20 Attack Speed.
* Mana Cost: 50
- Activate to grant Master Assassin's Stealth to self for 15 seconds. Stealth with a 0.5 second fade time, +20% Movement Speed, and Unitwalking. Your next attack deals an additional 125 damage.
- Consumes a charge on use. Gains a charge every 20 seconds unless in use, up to 2 charges.
+ Genjuro did not need the Movement Speed Slow on attack, as the main reason for obtaining this item is to provide your character with 2 Stealth instances in combat.


Helm of the Black Legion
- Beastheart (1000) + Lifetube (800) + Iron Buckler (225) = 2025 Gold Total
- Grants: +250 Max Health, +6 Health Regen.
- Passively grants a 50% chance to block 60 damage (30 for ranged). Does not work against gadgets.

+ Helm of the Black Legion was tapering off too quickly if you obtain this item early game. The increased Block value allows it to maintain its relevance slightly longer.
+ Its block mechanics were also reverted to its legacy form & had numbers adjusted to fit its intended purpose of being an early-mid game survivability item.

Icon of the Goddess
- Glowstone (1100) + Beastheart (1000) + Pickled Brain (900) = 3000 Gold Total
- Grants: +425 Max Health, +425 Max Mana, +2 Health Regen, +40% Mana Regen.
- Whenever an enemy hero dies within 1000 range restores 300 Health and 525 Mana over 15 seconds.


Iron Shield
- Recipe: Iron Buckler (225) + 2x Duck boots (150) = 525 Gold Total (Auto-assembles)
- Grants: +8 Agility, +100% chance to block 20 damage from heroes (10 for ranged), 50% chance to block non-hero attacks.


Null Stone
- Recipe: Sustainer (1600) + Blessed Orb (1500) + Recipe (100) = 3200 Gold Total
- Grants: +10 Strength, +10 Agility, +10 Intelligence, +6 Health Regeneration, +100% Mana Regeneration.
- When off cooldown, passively blocks a single-targeted spell.
* Cooldown: 15 seconds
* Range: 800
- Active: Transfers your spell negation ability to another ally hero for up to 15 seconds.

+ Heroes who pick up this item now have the option to transfer the Spell Negation effect to another ally hero!


Shaman's Headdress
- Recipe: Lifetube (800) + Mystic Vestments (500) + Trinket of Restoration (300) = 1600 Gold Total (Auto-assembles)
- Grants: +8 Magic Armor, +8 Health Regen.


Shrunken Head
- Recipe: Shaman's Headdress (1600) + Broadsword (1200) = 2800 Gold Total (Auto-assembles)
- Grants: +20 Damage, +8 Magic Armor, +8 Health Regen.
* Cooldown: 70 seconds
- Activate to dispel Debuffs on self, and then grant 100% Debuff, Stun and Mana Burn Reduction to self for 6 seconds.
* Also grants a tapering 25 Magic Armor upon activation.
* Channeled Crowd Control still bypasses the 100% Debuff and Stun Reduction.
* Has an Activation Modifier. Using this item disables other items with this modifier for the duration.

+ Shrunken Head's main purpose is to prevent Crowd Control on yourself (primarily for carries) so that you can cast your spells, attack heroes, and fulfill your purpose in a teamfight. However, it had a design issue where it rendered most of the cast obsolete, since the target cannot receive any Magic Damage while under its effects.
+ By changing Shrunken Head's mechanics to primarily provide Crowd Control Immunity and limiting the amount of Magic Damage it can reduce, Shrunken Head's price point can be lowered so that carries can participate in teamfights & ganks sooner.
+ Shrunken Head provides tapering Magic Armor when activated, allowing enemy heroes to still be able to deal Magic Damage to them (and more Magic Damage once the effect starts to taper off more).


Staff of the Goddess
- Recipe: Icon of the Goddess (3000) + Luminous Staff (1500) = 4500 Gold Total (Auto-Assembles)
- Passively grants: +15 Intelligence, +425 Max Health, +425 Max Mana, +4 Health Regeneration, +100% Mana Regeneration.
- Whenever an enemy hero dies within 1000 range restores 300 Health and 525 Mana over 15 seconds.
- Active: Upon use, removes all debuffs from self.
* Mana cost: 75
* Cooldown: 45 seconds

+
Staff of the Goddess provides extra Intelligence and survivability via its self-purge effect for heroes who depend on momentum within a teamfight to continuously excel at their role.



Ultor's Heavy Helm
- Recipe: Helm of the Black Legion (2025) + Ringmail (550) + Recipe (1000) = 3575 Gold Total
- Grants: +250 Max Health, +6 Health Regen, +5 Armor.
- Passively grants a 50% chance to block 70 damage (35 for ranged). Only blocks half of the amount against gadgets.
- Active: Applies Heavy Plated to allied heroes and structures in radius for 12 seconds. Units cannot be affected by Ultor's Heavy Plate more than once every 45 seconds.
- Heavy Plated: 100% chance to block 70 damage.
* Radius: 900
* Mana Cost: 0
* Cooldown: 45 seconds.

+ Ultor's Heavy Helm is intended to be the analog to Barrier Idol for Physical Damage. It provides a large amount of Block to protect your team from Physical autoattacks.


Void Talisman
- Recipe: Major Totem (550) + Recipe (800) = 1350 Gold Total
- Grants: +6 Strength, +6 Agility, +6 Intelligence.
- Active: Grants self 80% Physical Damage Reduction, +40% Magic Damage taken & Disarm for 4 seconds. Second activation ends the effect early. Can be dispelled.
* Has an Activation Modifier. Using this item disables other items with this modifier for the duration.
* Mana Cost: 75
* Cooldown: 30 seconds.

+ Since Harkon's Blade is no longer in the game, Void Talisman is not realistically counterable. Void Talisman is still an effective counter against Physical autoattackers, but now Physical autoattackers can still feel like their autoattacks do something when hitting someone with a Void Talisman.


Wingbow
- Recipe: Dancing Blade (2500) + Steamstaff (850) + Steamstaff (850) = 4200 Gold Total (Auto-assembles)
- Grants: +20 Agility, +20 Attack Damage, +20 Attack Speed, +50% Evasion

== Combative (PBT Only) ==
Brutalizer
- Recipe: Quickblade (1000) + Gloves of the Swift (500) + Recipe (900) = 2400 Gold Total
- Grants: +10 Agility, +15 Attack Speed.
- Passively grants your attacks a 25% chance (10% for ranged heroes) to deal 80 bonus Physical Damage and stun for 1.5 seconds. 3.5 second stun cooldown.

Codex
- Recipe: Neophyte's Book (1000) + 2x Punchdagger (450) + Recipe (800) = 2700/3500/4300/5100/5900 Gold Total
- Recipe can be re-purchased to upgrade the item 4 times.
- Grants: +15/17/19/21/23 Intelligence, +18/20/22/24/26 Damage.
- Active: Deals 400/500/600/700/800 Magic Damage to target enemy.
* Range: 600
* Mana Cost: 180/160/140/120/100
* Cooldown: 40/36/32/28/24 seconds.


Corrupted Sword
- Recipe: Slayer (2000) + Recipe (1800) = 3800 Gold Total
- Grants: +80 Attack Damage
- Double-activate (or target self) to consume this item and permanently gain 35 Attack Damage. This effect stacks.


Doom Bringer
- Recipe: Slayer (2000) + Slayer (2000) + Slayer (2000) = 6000 Gold Total (Auto-assembles)
- Grants: +250 Damage.
- Each hero kill adds 1 charge to Doom Bringer, increasing its Bonus Attack Damage by 10 per charge, up to a maximum of 25 charges. Charges are not lost upon dropping the item.
- This item will drop on death if killed by an enemy player.



Faux Bow
- Recipe: Blessed Orb (1500) + Halberd (1000) + Recipe (500) = 3000 Gold Total
- Grants: +8 Strength, +8 Agility, +8 Intelligence, +10 Damage, +150 Attack Range (Ranged Only).
* Bonus Attack Range does not stack.
* Range = Your Attack Range
* Mana Cost: 50
* Cooldown: 20 seconds
- Active: Grants 100 bonus Attack Speed, infinite attack range and a 50% chance to Pierce Evasion against the target enemy for up to 6 seconds or 4 attacks. Only grants infinite attack range on ranged heroes.

+ Faux Bow increases the Attack Range of Ranged Heroes and allows them to have a method of finishing off fleeing targets that escape their Attack Range.


Geometer's Bane
- Recipe: Blessed Orb (1500) + Firebrand (2000) + Recipe (800) = 4300 Gold Total
- Grants: +8 Strength, +24 Agility, +8 Intelligence, +15 Attack Speed, +10% Movement Speed.
* Mana Cost: 50
* Cooldown: 50 seconds
- Active: Spawn 2 Illusions of self. The illusions take 3.5 times normal damage, deal 33% of your attack damage, and inherit properties from you. The Illusions have a 20 second lifetime.
* Dispels all Buffs and Debuffs on use.


Grimoire of Power
- Recipe: Blessed Orb (1500) + Lightbrand (2000) + Recipe (800) = 4300 Gold Total
- Grants: +8 Strength, +8 Agility, +24 Intelligence, +4 Mana Regeneration, +25% Magic Lifesteal (10% vs. non-hero units), +25% Ability Cooldown Reduction.

+ Grimoire of Power has been retailored for heroes that need survivability from Magic Lifesteal, while also favouring heroes that benefit largely from Ability Cooldown Reduction.


Hellflower
- Recipe: Arcana (1600) + Alacrity Band (1000) + Recipe (800) = 3400 Gold Total
- Grants: +6 Intelligence, +10 Damage, +40 Attack Speed, +80% Mana Regeneration
* Range: 800
* Mana Cost: 100
* Cooldown: 20 seconds
- Active: Silences target for 3.5 seconds and increases their damage taken by 15%. Target also leaves behind a visible trail.
+ Hellflower received a price reduction along with a small reduction in its effects so that its Silencing effect can be picked up earlier in the game.
+ Hellflower also builds into Kuldra's Sheepstick now, as Kuldra's Sheepstick is a universally improved version of Hellflower's active effect.


Hypercrown
- Recipe: 2x Warpcleft (1500) + Recipe (400) = 3400 Gold Total
- Grants: +120 Attack Speed.


Insanitarius
- Recipe: Helm of the Victim (900) + Gloves of the Swift (500) + Steamstaff (850) = 2250 Gold Total (Auto-assembles).
- Grants + 10 Damage, +25 Attack Speed, +5 Armor, +4 Health Regen.
* Cooldown: 5 seconds
- Active: Toggle to gain 20 Strength, 15 Damage and 5 Armor but lose 30 Health per second.


Madfred's Brass Knuckles
- Recipe: Punchdagger (450) + Fleetfeet (450) + Recipe (250) = 1150 Gold Total
- Grants: +10 Damage, +6 Agility.
- Passively collects a charge for every hero kill or assist that you get, permanently gaining 3 bonus Attack Damage per charge, up to a max of 5 charges (15 Attack Damage).
- When 5 charges are reached, also grants 15 Bonus Movement Speed.


Riftshards
- Broadsword (1200) + Punchdagger (450) + Recipe (1050) = 2700 Gold Total (3750/4800/5850 Gold Total for levels 2/3/4 of this item)
* Can be upgraded 3 times.

- Grants +40/50/60/60 Attack Damage, and also grants a 15/20/25/25% chance for 1.4/1.8/2.2/2.2x Critical Strike.
- On level 4 of this item, the critical strike also deals 8% of the target's Max Health as bonus damage.

+ Heroes that obtain too much survivability are often difficult to deal with. The max level of Riftshards is expensive to obtain, but allows autoattack-oriented carries to deal with heroes that have a high Health pool.


Runed Cleaver
- Recipe: Sustainer (1700) + Warhammer (1600) + Logger's Hatchet (200) + Recipe (700) = 4100 Gold Total
- Grants: +40 Damage, +6 Health Regen, +150% Mana Regen, +60% Cleave (Melee Only), +60 bonus Attack Damage vs Creeps (Melee).
- Active: Throws an axe which deals your attack damage to the target enemy creep or object.
* 10 second cooldown. Can also be thrown to destroy trees on a 5 second cooldown.


Spellshards
- Recipe: Arcana (1600) + Helm of the Victim (900) + Recipe (800) = 3300 Gold Total
- Grants: +6 Intelligence, +10 Damage, +10 Attack Speed, +50% Mana Regeneration, +5 Armor, +3 Health Regeneration.
- Passively causes any Magic Damage you deal to ignore 50% of the target's Magic Armor.


Spell Sunder
- Recipe: Glowstone (1100) + Manatube (800) + Recipe (500) = 2400 Gold Total
- Grants: +250 Max Health, +250 Max mana, +200% Mana Regen.
- Passively applies a debuff to enemies whenever you deal Magic Damage. This debuff deals 5% of target's current Health in Magic Damage per second and reduces Health Regeneration by 50%. Debuff damage is reduced to 33% when you deal DoT damage.


Midnight Morningstar
- Recipe: Mighty Blade (1000) + Mighty Blade (1000) + Warhammer (1600) = 3600 Gold Total (Auto-assembles)
- Grants: +30 Damage, +20 Strength.
* Range: 800
* Cooldown: 18 seconds
* Mana cost: 100
- Active: Disarms the target enemy unit for 3 seconds if melee or 5 seconds if ranged.

+ Midnight Morning Star provides heroes bonus Strength and a Disarm effect, which allows them to counter autoattack-oriented carries.


Twin Blades
- Recipe: Arcana (1600) + Broadsword (1200) = 2800 Gold Total (Auto-assembles)
- Grants: +30 Damage, +10 Attack Speed, +10 Intelligence, +75% Mana Regeneration.
- When off cooldown, passively causes a secondary attack which deals 100% of damage and applies a 100% Movement Speed Slow for 0.7 seconds. Only works when carried by a melee hero. 5 second cooldown.

+ Twin Blades is an item that is intended for melee heroes with high Attack Damage (but low or moderate Attack Speed) to maximize their upfront burst potential.



== Morph Attack (PBT Only) ==


Dawnbringer
- Recipe: Icebrand (2000) + Firebrand (2000) + Lightbrand (2000) = 6000 Gold Total (Auto-assembles)
- Grants: +18 Strength, +18 Agility, +18 Intelligence, +15 Damage, +25 Attack Speed, +5 Mana Regeneration, +12% Movement Speed, +30% Magic Lifesteal (10% vs. non-hero units).
- Passively grants a 50% chance to apply a 40% Movement Speed and 40 Attack Speed Slow on attack for 5 seconds. Only slows by 25%/25 when wielded by ranged heroes.


Elder Parasite
- Recipe: Hungry Spirit (1000) + Alacrity Band (1000) = 2000 Gold Total
- Grants: +30 Attack Speed, + 15% Lifesteal.
* Cooldown: 30 seconds
- Active: Grants 60 Attack Speed and 15% Movement Speed, +20% Lifesteal and +10% Damage Taken for 8 seconds.


Frostburn
- Firebrand (2000) + Icebrand (2000) = 4000 Gold Total
- Grants: +16 Strength, +16 Agility, +16 Damage, +16 Attack Speed, +10% Movement Speed.
- Passively grants a 40% chance to apply a 30% Movement Speed and 30 Attack Speed Slow on attack for 5 seconds. Only slows by 15%/15 when wielded by ranged heroes.


Frostwolf's Skull
- Recipe: Blessed Orb (1500) + Icebrand (2000) + Recipe (800) = 4300 Gold Total
- Grants +24 Strength, +8 Agility, +8 Intelligence, +10 Attack Damage
- Passively applies Freeze to target for 3 seconds when attacking or casting a single-target ability. Freeze applies a 35% Movement Speed and 35 Attack Speed Slow if wielded by a melee hero, or 20%/20 Slow if wielded by a ranged hero.
* Radius: 2000
* Mana Cost: 50
* Cooldown: 30 seconds

- Active: Sends out an Ice Wolf towards the closest enemy hero within 2000 range. Upon reaching the target, deals 200 Magic Damage and applies a 70% Movement Speed Slow and Restrain for 4 seconds. Target is also Revealed and Sighted for the duration.

+ Frostwolf's Skull now stays true to its theme, while also providing scouting and Restrain utility.

Frozen Light
- Recipe: Icebrand (2000) + Lightbrand (2000) = 4000 Gold Total (Auto-assembles)
- Grants: +16 Strength, +16 Intelligence, +10 Damage, +4 Mana Regeneration, +20% Magic Lifesteal (8% vs. non-hero units).
- Passively grants a 40% chance to apply a 30% Movement Speed and 30 Attack Speed Slow on attack for 5 seconds. Only slows by 15%/15 when wielded by ranged heroes.



Icebrand
- Recipe: Mighty Blade (1000) + Bolstering Armband (450) + Recipe (550) = 2000 Gold Total
- Grants: +16 Strength, +10 Damage.
- Passively grants a 30% chance to apply a 20% Movement Speed and 20 Attack Speed Slow on attack for 5 seconds. Only slows by 10%/10 when wielded by ranged heroes.



Nullfire Blade
- Recipe: Warpcleft (1500) + Quickblade (1000) + Recipe (1000) = 3500 Gold Total
- Grants: +45 Attack Speed, +10 Agility
- Passively causes attacks to burn 50 mana from enemies, dealing physical damage equal to 50% of the mana burned.

Savage Mace
- Recipe: Slayer (2000) + Halberd (1000) = 3000 Gold Total (Auto-assembles)
- Grants: +60 Damage
- Passively grants your attacks a 75% chance to pierce Evasion.

+ Savage Mace is now an item that is meant to be picked up exclusively to counter Evasion.


Shieldbreaker
- Recipe: Warhammer (1600) + Alacrity Band (1000) + Recipe (400) = 3000 Gold Total
- Grants: +35 Attack Damage, +35 Attack Speed.
- On attack, applies a stack of Broken Armor to target for 3 seconds, reducing their Max Armor by 15% per charge.
* Max of 6 charges.

+ Shieldbreaker had a historical problem of being misunderstood as an item that counters Armor. In reality, it was picked up to increase the snowballing power of heroes that deal a high burst of Physical Damage early to mid game (due to how Armor mechanics function).
+ Shieldbreaker's main use now is for autoattack heroes to remove a percentage of Armor through sustained damage from autoattacks. This minimizes its use on burst-heavy Physical Damage, as you need to attack them multiple times before Shieldbreaker's Armor shredding effects are pronounced.


Symbol of Rage
- Recipe: Slayer (2000) + Elder Parasite (2000) + Recipe (1000) = 5000 Gold Total
- Grants: +40 Damage, +30 Attack Speed, +25% Lifesteal.
- Active: Grants +20% Movement Speed, +60 Attack Speed, +100% Lifesteal and +10% Damage Taken for 8 seconds.
* Mana cost: 50
* Cooldown: 30 seconds

+ Symbol of Rage is now built from Elder Parasite and acts as an improved version of it in terms of the Lifesteal granted while autoattacking.


Thunderclaw
- Recipe: Warhammer (1600) + Gloves of the Swift (500) + Gloves of the Swift (500) + Recipe (200) = 2800 Gold Total
- Grants: +30 Damage, +30 Attack Speed.
- Passively causes every 3rd attack to deal 120 bonus Magic Damage to up to 4 targets.

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