Time Stop: Slows down time in the targeted area and eventually stop time for all units except the caster for a few seconds. | |
Black Hole: Summon a black hole that pull, damage and slow hostile units in a target area. | |
Dark Wisdom: Increases the Sorcerer King's intelligence and mana regeneration. | |
Meteor Fall: Summons a meteor from space to pummel the targeted area. When the meteor hits the ground, it will deal damage to nearby enemy units and roll for a set distance. As it rolls, it will deal damage per second and knock back enemy units that are in its path. If the meteor rolls the full distance or runs into a structure or terrain, it will explode; dealing damage and stunning enemy units for a few seconds. |
Poison Mist: Releases a poisonous mist which deals initial damage and poison to nearby enemy land units, deals damage and poison in a 2 second pulse and poison deals damage over time. | |
Taunt: The Guardian Overseer taunts 10 closest enemies, increasing her armor and returning damage to enemy melee attackers. | |
Constitution Up: Gives a permanent bonus to hit points and hit point regeneration. | |
Hermes Trismegistus: The Guardian Overseer begins to equip her personal armor, Hermes Trismegistus, boosting her defensive power greatly. This grants the Guardian Overseer bonus armor and reduces the damage taken from spells. Nearby allies also receive bonus armor and reduces damage taken from spells. |
Stout Demon's Gigantic Arms: The Defense Commander’s arm swell up to several times its original size to damage and knockback enemies in front of him. | |
Command Mantra: Takes control of a target enemy unit temporarily. Command Mantra cannot be used on Heroes, or creeps above level 5. Cooldown, duration and range effectiveness increase with level. | |
Fiendish Intellect: Provides a permanent intelligence bonus. | |
Inferno: Calls an Infernal down from the sky, dealing damage and stunning enemy land units for a few seconds in an area. |
Thirsting Claws: Conjure dark claws that ripples outward in three lines. Each line deal damage to land units. Convert half of the damage dealt as hit points for the caster. | |
Blood Frenzy: Causes the caster to attack faster, but take more damage in return. | |
Blood Pool: Gain hit points and mana from melee damage dealt to non-mechanical enemy units. | |
Einherjar: Create a golem-like construct in the likeness of the caster. Unlike the Blademaster's Mirror Image, the Einherjar can deal and receive damage normally. Dispels all magic from the Caster. |
Piercing Wind Talisman: Invokes a piercing wind to deal damage and reduces armor temporarily to each non-mechanical enemy land unit in a line. | |
Strengthen Talisman: Increase friendly units' damage and armor near the caster. The range and buff effectiveness increase with level. | |
Evasion: Gives a percent chance to avoid attacks. | |
Lunch Time: Teleport and deals damage to the targeted organic ground hostile unit and heals Arachnid Battle Maid the same amount. |
Explosive Spell: Shot a explosive spell at a target, damaging the target and nearby hostile units. | |
Penetrating Spell: Shot a penetrating spell at a target that deals damage and reduces armor of the target. | |
Evasive Maneuvers: Gives a percent chance to avoid attacks when moving. | |
Elenium Type 95: The caster begins to pray to God (Being X), turning the caster's eyes gold and activating Elenium Type 95. Change the attack type to Chaos, doubles the range of attack, increased mana, sight range, and grants ultravision to the caster. Lasts 60 seconds. |
Knife Throw: Throw a knife at a target, damaging the target with a chance to deal more damage. | |
Set Bear Trap: Places a temporary, hidden bear trap at a target point. Enemy units that move near the bear trap will activate the bear trap, causing area of effect damage to nearby units. The closest enemy unit to the activated bear trap cannot move or attack and takes damage per second for a few seconds. | |
Creepkiller: Increases non-spell damage dealt to enemy units with each level learned. | |
Slayer's Will: Automatically grants 6 hit point regeneration per second for 60 seconds if Goblin Slayer's hit points is below 50% of his maximum health. Hit point regeneration ability has a 120 second cooldown. Also gives Goblin Slayer a 30% percent chance to revive upon death. |
Life Arrow: Fires a magical arrow of healing in a straight line, healing hit points of friendly land units. | |
Searing Arrows: Adds a fire effect to each attack, adding bonus damage. | |
Suppressive Fire Aura: An aura that gives hostile nearby units reduced damage to their ranged attacks. | |
Focus Fire: Focuses High Elf Archer innate keen senses; increasing her attack speed and to be able attack additional targets with basic attacks. |
Black Rock Machine Gun: With her Rock Cannon, rapidly fire bullets in a line that damage hostile units and structures and leaves afterimages of her firing bullets. | |
Blue Eye Flame: Temporarily grants Critical Strike and Evasion for 30 seconds. Dispels all negativbe buffs. | |
Bonded Heart: Black Rock Shooter gains attack damage and armor for each allied hero within 900 range, stackable up to a certain limit depending on level. | |
Black Rock Cannon: Shot a powerful beam that obliterates anything in its path with 1 second casting time. The damage is based on the current amount of mana of Black Rock Shooter. Deals 1.5 damage with each mana point stored. Uses up all mana of Black Rock Shooter. |
Life Unbound: Heal a friendly living unit and deal damage to nearby enemies. | |
Breath of Life: Brings back to life of 1 friendly nearby unit. | |
Life Aura: Increases the life regeneration rate of nearby friendly units. | |
Blessing of the Red: Gives a temporary large bonus of hit points to the targeted friendly unit. |
Water Form: The caster turns into flowing water, moving forward and dealing damage to enemy units in its path. | |
Water Barrier: Creates a shield of water around a target friendly unit. The shield adds hit points and armor. | |
Storm Clouds: Automatically creates Storm Cloud(s) that follows the Shark vTuber and attacks nearby enemies. | |
Tranquility: Causes rains of healing energy to pour down in a large area, healing friendly allied units. |