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Thoughtsteal

Activate to steal the first ability from the target hero and Silence them for 2 seconds.

The stolen ability is retained indefinitely until removed by activating your third ability, or upon death. Doing so puts Thoughtsteal on cooldown.

Telekinetic Control

Activate to lift the 1 / 2 / 3 / 4 closest trees or creeps into the air, making them invulnerable for 8 seconds. If not enough are present, pieces of ground are lifted instead.

Activate again by targeting an enemy to throw all lifted objects at them, dealing 60 Magic Damage per object and applying a 15% Movement Speed Slow for 2 Seconds.

Inherent Defense

Activate to forget the stolen ability from Thoughtsteal and places Thoughtsteal on cooldown.

Passively grants a stacking
Damage Shield that absorbs Damage equal to {0,20,30,40,50}% of non-DoT Magic Damage attempted to heroes.

While the shield holds, you gain additional
Movement Speed based on the shield's value.

Maximum of 500 absorb shield may be built.

Stasis Smash

Target a unit to Stun it and lift non-hero units around it for up to 2 / 2.5 / 3 seconds. They then take 200 / 300 / 400 Magic Damage and an additional 20 / 30 / 40 bonus damage for every other unit lifted. Enemies in the area then receive a 50% Movement Speed Slow for 2 seconds. Can be activated again to end the effect early.

Staff of the Master increases radius and allows you to choose where the target lands.

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

INTRODUCTION

If mid get a level in E early. Otherwise you do not need to for more burst with team. Tablet is always good, Lex vs tanks. Pk if owning or need to recover. If sui, lift creeps to gain lane control.

STARTING

Health Potion

Use to heal target 400 Health over 10 seconds.

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.

Bottle of Tears

Restores Health and Mana over 3 seconds. Recharges at the Well and holds Runes.

Ghost Marchers

Movement Modifier
60 Movement Speed. Use for unitwalking and more speed.

Grave Locket

Collects gold and experience from an ally's kills.

Lex Talionis

Lowers both yours and target's Armor.

Ring of the Teacher

Grants a minor Armor and mana regeneration aura.

Steamboots

Movement Modifier
60 Movement Speed. Can cycle between stat bonuses.

Striders

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

OFFENSIVE

Grimoire of Power

Searing, Magic Lifesteal Modifier
Cooldown Reduction, +Spell Damage

Harkon's Blade

When active, transforms your attacks into Magic Damage.

Staff of the Master

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

Kuldra's Sheepstick

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

Codex

Cast to deal massive Magic Damage to a target.
Can be upgraded 4 times.

Portal Key

Grants the ability to teleport short distances.

Hellflower

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

Spellshards

Ignores {30,45,60}% of enemy Magic Armor.
+{10,15,20}% Spell Damage vs. non-heroes

DEFENSIVE

Behemoth's Heart

Adds high Health and Strength. Adds Health regen based on your max Health.

Stormspirit

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

Jade Spire

Bonus Cast Range

Nome's Wisdom

Magic Armor Modifier
Grants a mana regen and healing aura.

Tablet of Command

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

Sacrificial Stone

Reduces respawn time.
Boosts Healing, Heals on Death

Genjuro

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

Ultor's Heavy Helm

Use to grant allies and structures damage block.

Telekinetic Control

Activate to lift the 1 / 2 / 3 / 4 closest trees or creeps into the air, making them invulnerable for 8 seconds. If not enough are present, pieces of ground are lifted instead.

Activate again by targeting an enemy to throw all lifted objects at them, dealing 60 Magic Damage per object and applying a 15% Movement Speed Slow for 2 Seconds.

LVL 1

Inherent Defense

Activate to forget the stolen ability from Thoughtsteal and places Thoughtsteal on cooldown.

Passively grants a stacking
Damage Shield that absorbs Damage equal to {0,20,30,40,50}% of non-DoT Magic Damage attempted to heroes.

While the shield holds, you gain additional
Movement Speed based on the shield's value.

Maximum of 500 absorb shield may be built.

LVL 2

Telekinetic Control

Activate to lift the 1 / 2 / 3 / 4 closest trees or creeps into the air, making them invulnerable for 8 seconds. If not enough are present, pieces of ground are lifted instead.

Activate again by targeting an enemy to throw all lifted objects at them, dealing 60 Magic Damage per object and applying a 15% Movement Speed Slow for 2 Seconds.

LVL 3

Thoughtsteal

Activate to steal the first ability from the target hero and Silence them for 2 seconds.

The stolen ability is retained indefinitely until removed by activating your third ability, or upon death. Doing so puts Thoughtsteal on cooldown.

LVL 4

Telekinetic Control

Activate to lift the 1 / 2 / 3 / 4 closest trees or creeps into the air, making them invulnerable for 8 seconds. If not enough are present, pieces of ground are lifted instead.

Activate again by targeting an enemy to throw all lifted objects at them, dealing 60 Magic Damage per object and applying a 15% Movement Speed Slow for 2 Seconds.

LVL 5

Stasis Smash

Target a unit to Stun it and lift non-hero units around it for up to 2 / 2.5 / 3 seconds. They then take 200 / 300 / 400 Magic Damage and an additional 20 / 30 / 40 bonus damage for every other unit lifted. Enemies in the area then receive a 50% Movement Speed Slow for 2 seconds. Can be activated again to end the effect early.

Staff of the Master increases radius and allows you to choose where the target lands.

LVL 6

Telekinetic Control

Activate to lift the 1 / 2 / 3 / 4 closest trees or creeps into the air, making them invulnerable for 8 seconds. If not enough are present, pieces of ground are lifted instead.

Activate again by targeting an enemy to throw all lifted objects at them, dealing 60 Magic Damage per object and applying a 15% Movement Speed Slow for 2 Seconds.

LVL 7

Thoughtsteal

Activate to steal the first ability from the target hero and Silence them for 2 seconds.

The stolen ability is retained indefinitely until removed by activating your third ability, or upon death. Doing so puts Thoughtsteal on cooldown.

LVL 8

Thoughtsteal

Activate to steal the first ability from the target hero and Silence them for 2 seconds.

The stolen ability is retained indefinitely until removed by activating your third ability, or upon death. Doing so puts Thoughtsteal on cooldown.

LVL 9

Thoughtsteal

Activate to steal the first ability from the target hero and Silence them for 2 seconds.

The stolen ability is retained indefinitely until removed by activating your third ability, or upon death. Doing so puts Thoughtsteal on cooldown.

LVL 10

Stasis Smash

Target a unit to Stun it and lift non-hero units around it for up to 2 / 2.5 / 3 seconds. They then take 200 / 300 / 400 Magic Damage and an additional 20 / 30 / 40 bonus damage for every other unit lifted. Enemies in the area then receive a 50% Movement Speed Slow for 2 seconds. Can be activated again to end the effect early.

Staff of the Master increases radius and allows you to choose where the target lands.

LVL 11

Inherent Defense

Activate to forget the stolen ability from Thoughtsteal and places Thoughtsteal on cooldown.

Passively grants a stacking
Damage Shield that absorbs Damage equal to {0,20,30,40,50}% of non-DoT Magic Damage attempted to heroes.

While the shield holds, you gain additional
Movement Speed based on the shield's value.

Maximum of 500 absorb shield may be built.

LVL 12

Inherent Defense

Activate to forget the stolen ability from Thoughtsteal and places Thoughtsteal on cooldown.

Passively grants a stacking
Damage Shield that absorbs Damage equal to {0,20,30,40,50}% of non-DoT Magic Damage attempted to heroes.

While the shield holds, you gain additional
Movement Speed based on the shield's value.

Maximum of 500 absorb shield may be built.

LVL 13

Inherent Defense

Activate to forget the stolen ability from Thoughtsteal and places Thoughtsteal on cooldown.

Passively grants a stacking
Damage Shield that absorbs Damage equal to {0,20,30,40,50}% of non-DoT Magic Damage attempted to heroes.

While the shield holds, you gain additional
Movement Speed based on the shield's value.

Maximum of 500 absorb shield may be built.

LVL 14

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 15

Stasis Smash

Target a unit to Stun it and lift non-hero units around it for up to 2 / 2.5 / 3 seconds. They then take 200 / 300 / 400 Magic Damage and an additional 20 / 30 / 40 bonus damage for every other unit lifted. Enemies in the area then receive a 50% Movement Speed Slow for 2 seconds. Can be activated again to end the effect early.

Staff of the Master increases radius and allows you to choose where the target lands.

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