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Acid Cocktail

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

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.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

INTRODUCTION

YOU NEED TO RUSH SHROUD FOR SURVIVAL AND TEAM FIGHTS!!!

Activating shroud will not cancel channeling for your ultimate.

You must be there for EVERY SINGLE TEAM FIGHT!

STARTING

Crushing Claws

3 Strength

Ward of Sight

Place to temporarily grant vision of the nearby area for 6 minutes.

Mark of the Novice

3 Intelligence

Minor Totem

1 Strength
1 Agility
1 Intelligence

Blight Stones

Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.

ESSENTIAL

Blood Chalice

Use to sacrifice 175 Health to gain 100 Mana.

Grave Locket

Collects gold and experience from an ally's kills.

Staff of the Master

Boosts the abilities of many heroes. Check your ability tooltips for compatibility.

Orb of Zamos

Buffs you and a nearby ally with speed.

Spell Sunder

Dealing Magic Damage causes additional damage based on target's health.

Spellshards

Ignores 65% of enemy Magic Armor.
+15% Spell Damage vs. non-heroes

Assassin's Shroud

Use to grant stealth for 11 seconds. Great for initiating and escaping.

Striders

Movement Modifier
50 Movement Speed. Additional non-combat speed and regen.

OFFENSIVE

Grimoire of Power

Searing Modifier
Cooldown Reduction
Magic Lifesteal

Master's Legacy

Boosts the abilities of an ally hero.

Kuldra's Sheepstick

50 Intelligence
Cast to temporarily transfigure an enemy, disabling them.

Portal Key

Grants the ability to teleport short distances.

Post Haste

Movement Modifier
105 Movement Speed. Use to teleport to units and buildings.

Hellflower

Cast to Silence, Perplex & increase Damage Dealt against an enemy

DEFENSIVE

Sorcery Boots

When activated, replenishes 160 mana to self and nearby allies.

Shrunken Head

Activation Modifier Activate to temporarily grant complete immunity to Magic.

Stormspirit

Cast to envelop the target hero in an invulnerable cyclone for 2 seconds.

Null Stone

Periodically blocks single-target abilities.

Tablet of Command

Cast on a player-controlled unit to push it in the direction it's facing. Interrupts channeling.

Genjuro

Use to grant stealth. Holds 2 charges. Attacking out of stealth grants bonus damage and slow.

Sol's Bulwark

Grants 3 Armor to nearby Allies or removes 3 Armor from nearby Enemies.

Soultrap

Charge with hero deaths. Use charges to heal or damage.

Acid Cocktail

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

LVL 1

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

LVL 2

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

LVL 3

Acid Cocktail

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

LVL 4

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

LVL 5

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 6

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

LVL 7

Acid Cocktail

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

LVL 8

Acid Cocktail

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

LVL 9

Mojo

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.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 10

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 11

Mojo

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.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 12

Mojo

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.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 13

Mojo

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.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 14

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 15

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 16

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 17

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 18

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 19

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 20

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 21

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 22

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 23

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 24

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 25