A splintered fragment of the same primordial power as the Ancients themselves, Zet the Arc Warden has pledged to see the clash between Radiant and Dire finally end, by reunification or annihilation.
Assault lone enemies with fluxing energy, or distort space to generate a protective field around allies. Summon a Spark Wraith to patrol an area for enemies to infuse with harmful magic, then create a double of Zet, items and all, to overwhelm your foes.
Infuses a lone enemy unit with swirling, volatile energy, slowing its movement speed and dealing damage over time. The effect is muted if another enemy unit is near the target.
Generates a circular distortion field of magnetic energy that grants evasion and attack speed bonuses to allied heroes and buildings within.
Summons a Spark Wraith that slowly materializes and haunts a targeted area until an enemy comes within its range. Once a target has been found the wraith fuses with them, dealing magical damage.
Briefly refocusing its fractured elements into a single form, the Arc Warden is able to create a perfect electrical duplication of itself. The duplicate can use all of Arc Warden's current items and spells. When the duplicate is created, all of its available items and normal abilities are off cooldown.
Learn MoreForged by the Hammers of Celestarr and imbued with the energies of the Ancients, this helm feels at home resting across the brow of the Lord of Heaven himself. The faithless shall tremble as true thunder rolls across the fields of battle!
- New base model, texture, and all-new animations -
- New effect and sound for Thundergod’s Wrath -
- Special kill effect for enemies slain with Thundergod’s Wrath -
- Special Blink effect and sound when using a Blink Dagger -
- A custom portrait, hero icon, minimap icon, and ability icon -
- Altered Voice -
- A tempest-cloud chariot to carry His Majesty -
- Animated chat emoticon -
Buy NowGranted to all owners of The International 2015 Compendium, the Desert Terrain stretch goal makes its Dota 2 debut. Along with the extensive visual changes, an overhaul of the underlying toolset used to create this terrain gives all custom game creators even more resources to bring their ideas into the field of play.
Composed by Matt Hawken Music, this desert-themed music pack makes its way from the Steam Community Workshop as the perfect accompaniment to the new Desert Terrain.
Players can now select Ultra Shadow Quality in the Video settings menu. Rendering at twice the previously-supported resolution, the Ultra setting offers more vibrant hero and terrain shadows regardless of map, terrain type, or weather effect.
Available to all, the Desert Colosseum map brings a fresh level design—and a deadly boulder trap—to the popular custom game mode. Click the Arcade tab to try the new map or any of the other up-and-coming modes in the growing collection of custom games!
Purchasers of this tantalizing treasure box will find another treasure nestled inside! Filled from a new lineup of the past year's treasures, the Nested Treasure II also offers a chance to receive a Set Redemption Token which can be used to select any non-rare item contained within the other possible treasures.
Be it for studious improvement or post-stomp bragging rights, a detailed record of your exploits can come in handy. Check out your stats on each hero's respective gallery page, or see a comprehensive list in your profile.
Maintaining a modern hero's armory is no small task. Worse yet, sifting through dusty bracers and rusty broadswords in search of near-forgotten treasures is squire's work. With the new Armory feed, you can save time and sack the squire by accessing all of your recently-acquired items directly from any menu in the client.
Not all of the best shops are secret. Now accessible in the top menu of the Dota 2 client, visit the new Store tab to stock up on hero sets, global items, and the latest featured treasures.
Create chat channels with restricted memberships. Invite your friends, invite your enemies, invite anyone you'd like...or don't! You can create a channel that's just for you.
By nature's will and battle's scars, the lands around the river have changed. Explore new paths—of opportunity and escape—on both the Radiant and Dire sides. Mastery of these paths may determine whether your return to the fountain is by means of teleportation or from beyond the veil of the dead.
From battle's beginning to Ancient's end, heroes clash to briefly control the mystical energies that spawn near the river bends. Now, a new power flows into rune form. A prize to spellcasters and fighters alike, the Arcane Rune infuses its user's abilities with arcane energy, reducing all spell cooldowns and mana costs.
For a meager offering, gain the blessing of the fae. The intense glow of Faerie Fire grants wielders increased damage against their foes, and can be consumed to restore health.
Possess the strength and reach of a wyvern rider. The Dragon Lance bestows equal amounts strength, attack speed, and damage. The lance also extends the attack range of any ranged heroes who carry it to battle.
The Aether Lens boosts the mana and magic resistance of its bearer, while also granting improved health regeneration. With the lens as a focal point for arcane power, a caster gains increased spell range and damage output.
Offering armor and Quelling Blade bonuses, the Iron Talon joins the list of essential battlefield tools. While posing no threat to enemy heroes or the ancient beasts of the forest, the piercing blow of the talon is feared by all lesser creatures, and the occasional tree.
No longer content to watch the clash from afar, three heroes enter the field of battle. Oracle, Terrorblade, and Earth Spirit are now available in Captains Mode.
The creatures of the forest have expanded their territory. Two neutral creep camps have been added to the map—one near the Radiant's Secret Shop, one near the Dire's. With this added gold and experience in the balance, the battle for resources takes new shape.
As the tide of battle changes, a wise hero changes with it. Death Prophet, Faceless Void, Riki, Lone Druid, and Doom all have new abilities. Check the Patch Notes below for the full list of changes.
Causes all spell cooldowns to be reduced by 30% and mana costs to be reduced by 50%.
Lasts for 50 seconds.
Fireball
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Targets an area and hurls a fire blast towards it, igniting the 300 AoE area for 10 seconds. Deals 85 damage per second.
Cooldown: 10
Mana cost: 100
Cast Range: 1000.
Removed the Light attack type and moved the following units to the Standard attack type (effectively 40->50% vs structures): Centaur Conqueror, Hellbear, Hellbear Smasher, Wildwind Ripper, Satyr Tormenter, Ancient Granite Golem, Ancient Black Dragon, Forged Spirits, Spiderlings, and Warlock's Golems.
Removed the Weak armor type and moved the following unit to the Soft armor type (same as creeps): Beastmster's Hawk
Combined the Basic and Strong Armor types (like various other neutrals use): Kobold Soldier, Vhoul Assassin, Ghost, Hill Troll Berserker, Hill Troll Priest, Harpy Scout, Harpy Stormcrafter, Beastmaster's Boar, Undying's Tombstone, Pugna's Netherward, Templar Assassin's Psionic Trap, Techies' Land Mine, Techies' Stasis Trap, and Techies' Remote Mine.
Nasal Goo is no longer targeted, instead it applies Goo to all enemies around you in 600 AoE when casted
Most of these will return to Captain's Mode in a subsequent 6.86b/c patch.
Spirit Siphon
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Creates a spirit link between you and the target, draining 20 + 1/1.8/2.6/3.4% Max HP per second and slowing movement speed by 6/10/14/18%. Lasts 4 seconds.
Cast Range: 500
Buffer Distance: 300
Has 1/2/3/4 charges, 45 second replenishA unit cannot be affected by multiple instances at the same time. Cannot target Roshan.
Mana cost: 70/65/60/55
Most of these will return to Captain's Mode in a subsequent 6.86b/c patch.
Infernal Blade
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Passive/autocast attack ability. Ministuns for 0.3 seconds and applies a 4 second burn that deals 40 + 1.25/2.5/3.75/5% Max HP as magic damage.
Cooldown: 16/12/8/4
Mana cost: 40
Marksmanship now causes her attacks to splinter on the target and split into two arrows affecting two random units in a 375 radius. The splintered arrows deal 50% damage each. Primary target still takes full damage.
The split arrows act as normal attacks, carrying all attack modifiers.
Most of these will return to Captain's Mode in a subsequent 6.86b/c patch.
Time Dilation
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Applies a debuff to all nearby enemies (650 AoE) for 6/7/8/9 seconds. Causes time to be frozen on all enemy abilities, causing their cooldowns to make no progress while they have this debuff. Slows movement and attack speed by 4/6/8/10% for each locked ability.
Cooldown: 34/28/22/16
Mana cost: 50
Ghost Ship now drags enemies within a 200 AoE of it towards the crash site. It now starts from where you are, rather than behind you, lands in the same position it normally would have.
Enemies are still able to perform actions while being pulled by the Ghost Ship. Works similiar to Drow Ranger's Gust knockback
Most of these will return to Captain's Mode in a subsequent 6.86b/c patch.
Savage Roar
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Causes enemies in a 325 AoE around you or your bear to run away with 20% movement speed bonus for 1.2/1.6/2/2.4 seconds towards their fountain.
Cooldown: 28/24/20/16
Mana cost: 50
Note: An entangled hero will not be able to move still. Spirit Bear also has this ability, but the cooldown is shared with your hero.
Changes Empower to be an allied hero aura. Affects ranged heroes for half cleave values and causes them to deal splash damage around the target in a 200 AoE.
Can still be cast on units, but does not stack.
Astral Imprisonment now deals damage to enemies in an area around the target when it ends. The target itself will also take damage, if it is an enemy. Deals 75/150/225/300 magic damage. Affects a 400 area. You are only hurt once by this AoE with Scepter.
No longer steals intelligence.
Can now be targeted on creeps.
Reduces cooldown of Meat Hook to 4 seconds and increases damage from 360 to 475.
Note: No longer grants previous Scepter bonuses.
Most of these will return to Captain's Mode in a subsequent 6.86b/c patch.
Permanent Invisibility
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Riki grants 0.4/0.6/0.8/1.0 damage when attacking from behind.
Invisibility Fade Time: 6/5/4/3 seconds
Note: No longer grants 6/8/10/12 HP regeneration
Damage: 20/40/60/80
Cooldown: 16/12/8/4
Mana cost: 50
Tricks of the Trade
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Riki phases out of the world for up to 3/4/5 seconds, attacking every enemy from behind in a 450 area around him. He attacks once when phasing out and then once per second while being phased out. Can be cancelled any time.
Cooldown: 90/80/70
Mana cost: 75
Cast Point: 0.4
Doubles Burrowstrike cast range and applies Caustic Finale poison to heroes
Note: No longer grants previous Scepter bonuses.
Requiem of Souls waves now return back to Shadow Fiend dealing 40% damage on the way back.
All of the damage the Requiem does to heroes on its way back heals you.
Arcane Curse
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Targets an area, causes enemies to take damage over time. Anytime they cast a spell, the duration of the debuff is increased. If an enemy affected by this debuff is silenced, the debuff will pause (no damage and no time elapses).
Duration: 7 seconds
Stacking Duration: 4 seconds (anytime a spell is cast, this is added to the duration)
DPS: 14/21/28/35
Cooldown: 18/16/14/12
Mana cost: 75/95/115/135
Radius: 425
Affects Creeps.
Note: Spell cast means the same stuff as CotS rules were, stuff that procs magic stick and isn't an item.
Causes Gush to become a ground targeted wave ability that travels for 1800 range.
AoE: 240
Projectile speed: 1500
Cooldown: 7
Allows you to cast your ultimate while disabled and reduces cooldown from 50/40/30 to 30/24/18 seconds.
Causes you to spawn a Vengeance Illusion when you die. The Vengeance Illusion deals 50% damage, takes 150% damage, and is able to use all of your abilities (but not items). The Vengeance Illusion lasts until she revives.
Note: Still grants previous Scepter bonuses to Netherswap.
Most of these will return to Captain's Mode in a subsequent 6.86b/c patch.
Costs: 75 gold
Provides:
+ 2 Damage
Use: Consume the Faerie Fire to restore 75 HP. Cooldown: 5 seconds.
Requires:
Ogre Club (1000)
Quarterstaff (875)
Total: 1875
Provides:
+ 10 Strength
+ 10 Attack Speed
+ 10 Damage
+ 130 Attack Range (ranged heroes only, does not stack)
Can be disassembled.
Requires:
Energy Booster (900)
Ring of Health (850)
Cloak (550)
Total: 2300
Provides:
+ 250 Mana
+ 8 HP Regeneration
+ 15 Magic Resistance
+ 200 Cast Range
+ 8% Spell Damage
Requires:
Quelling Blade (200)
Ring of Protection (175)
Recipe (125)
Total: 500
Provides:
+ 2 Armor
Bonuses of Quelling Blade
Active: Lets you target non-player enemy units to remove 40% of their current HP. Cooldown: 14 seconds.
Note: Cannot target ancients. Has normal 4 second cooldown when used on Trees.
Creates a spell shield on your hero that absorbs up to 325 magical damage.
Duration: 12 seconds
Cooldown: 60 seconds
Mana cost: 75