Two players cannot vote for the same hero. The game displays heroes as they are voted on, but not who voted. The number of bans is equal to half the total number of votes. If there is an odd number of votes, the number of bans is randomly rounded up or down.
The random ban selection will choose at most 3 heroes from one specific team's votes, so it's more evenly split.
Scans a targeted 900 AoE for 8 seconds. Indicates whether there are enemy heroes in that area during the 8 seconds.
Starts on cooldown and has a global team-wide cooldown of 4.5 minutes
Note: Does not consider units inside the Roshan Pit, but does consider Smoked units. Does not show how many heroes there are, just if there are any enemies. Enemies do not know when your team casts it.
Requires:
Orchid (4075)
Crystalys (2120)
Recipe (1000)
Total: 7195
Provides:
+ 25 Intelligence
+ 30 Attack Speed
+ 60 Damage
+ 150% Mana Regeneration
Active: All attacks on the silenced target, including from allies, gain True Strike and a 1.35x critical hit Still applies the same Silence mechanics from Orchid.
Cooldown: 11 Orchid cooldown is 18
Passive: Grants a chance to land a critical hit Same values as Crystalys: 20% chance to land a 175% damage critical hit.
Requires:
Oblivion Staff (1650)
Ogre Club (1000)
Total: 2650
Provides:
+ 10 Strength
+ 10 Intelligence
+ 10 Attack Speed
+ 15 Damage
+ 75% Mana Regeneration
Passive: Causes melee attacks to attack twice in quick succession. Your double attack applies a 0.6 second 100% MS/AS slow. Has a 5 second cooldown.
Note: The passive only works on Melee Heroes.
Costs: 300 gold
Passive: Reduces armor by 2 on attack.
Available in the Side Shop.
Item is used in Desolator and Medallion of Courage.
Costs: 225 gold
Provides:
+ 0.85 Mana Regeneration
Passive: Comes with 5 charges, the item is destroyed when it reaches 0 charges. When you receive over 50 Magic Damage it procs, consuming a charge and blocking 120 Magic Damage. The proc has a 4 second cooldown. Does not consume charges nor block any damage while on cooldown. Does not affect any damage below 50.
Becomes available for purchase at the 3 minute mark
Costs: 225 gold
Provides:
+ 20 Movement Speed
Available in the Side Shop.
Item is used in Drums and Eul's.
Multiple instances don't stack.
Costs: 150 gold
Use: Grants you 425 experience.
Starts out of stock, increments stock every 10 minutes.First one is available at the 10 minute mark.
Requires:
Force Staff (2225)
Dragon Lance (1900)
Recipe (250)
Total: 4375
Provides:
+ 20 Agility
+ 15 Strength
+ 10 Intelligence
+ 4 HP Regeneration
+ 130 Attack Range (ranged heroes only, does not stack)
Active: When used on an enemy, it pushes you both away from each other 450 units each, and allows you to attack that target without range restrictions for 4 attacks for a maximum of 5 seconds Range restriction is not removed when used by a melee Hero. Does not give vision over the enemy. Works normally like Force Staff when used on self or allies.
Cooldown: 14 Force Staff cooldown is 20
Cast range: 400 when used on enemies, 800 on allies or self.
Cost from 6750 to 6400
Previously provided:
+ 10 Strength
+ 70 Damage
Now provides:
+ 10 Strength
+ 10 Damage
+ 250 Health
+ 15 HP regeneration
Damage Block: 100% to block 40/20 damage for melee/ranged wielders
Cost from 1875 to 1900
Previously provided:
+ 10 Strength
+ 10 Damage
+ 10 Attack Speed
+ 130 Attack Range
Now provides:
+ 15 Strength
+ 15 Agility
+ 130 Attack Range
Cost from 1850 to 1775
Previously provided:
+ 9 Intelligence
+ 9 Strength
+ 9 Agility
+ 3 Damage
Now provides:
+ 9 Intelligence
+ 6 Strength
+ 3 Agility
+ 3 Damage
+ 3 HP Regeneration
Cost from 5450 to 4800
Previously provided:
+ 16 Strength
+ 32 Damage
+ 30 Attack Speed
Now provides:
+ 30 Damage
+ 30 Attack Speed
+ 15 All Stats
Cost from 2270 to 2240
Previously provided:
+ 6 Strength
+ 6 Agility
+ 18 Intelligence
+ 6 HP Regeneration
+ 6 Damage
+ 6 Armor
Now provides:
+ 6 Strength
+ 6 Agility
+ 12 Intelligence
+ 6 HP Regeneration
+ 6 Damage
+ 6 Armor
Grants 2 charges to Rupture with 40 second replenish.
Deals 150% bonus damage to buildings.
Enchant Totem becomes a 900 range ground target ability. Causes you to jump in the air and land at the target spot, casting enchant totem there.
Self casting the ability will make it behave in the original form, without jumping.
Adds a Side Gunner, fires an attack automatically at random enemy units within 600 AoE every 1.4 seconds.
Same firing rules as Rocket Barrage Fires while disabled, but not while hidden from the map, e.g. when affected by Astral Imprisonment or Disruption., but does not attack while invisible and is disabled by Break.
Passively triggers Starstorm every 8 seconds. If there are no units to affect, the spell waits until there is a nearby enemy.
Does not trigger if the enemy does not see you. Passive procs are disabled by Break.
Reduces Purifying Flames cooldown from 2.25 seconds to 1.0 and lowers cast point from 0.3 to 0.1
Previous Splash mechanic was as follows:
- 100% splash damage in a 50/75/85 radius.
- 40% splash damage in a 75/100/110 radius.
- 20% splash damage in a 150/200/220 radius.
Causes Electric Vortex to be a 475 AoE ability around your hero.
Requires vision over the units to affect them.
Causes Arctic Burn to be a toggle and drains 40 mana per second. Activation mana cost is the same as the current, 120/110/100/90.
No longer has limit on number of attacks per target.